They Create Worlds

They Create Worlds
Author: Alexander Smith
Publisher: CRC Press
Total Pages: 601
Release: 2019-11-19
Genre: Computers
ISBN: 042975261X

They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

The Book that Made Your World

The Book that Made Your World
Author: Vishal Mangalwadi
Publisher: Thomas Nelson
Total Pages: 466
Release: 2012-10-24
Genre: Religion
ISBN: 1595554009

Understand where we came from. Whether you're an avid student of the Bible or a skeptic of its relevance, The Book That Made Your World will transform your perception of its influence on virtually every facet of Western civilization. Indian philosopher Vishal Mangalwadi reveals the personal motivation that fueled his own study of the Bible and systematically illustrates how its precepts became the framework for societal structure throughout the last millennium. From politics and science, to academia and technology, the Bible's sacred copy became the key that unlocked the Western mind. Through Mangalwadi's wide-ranging and fascinating investigation, you'll discover: What triggered the West's passion for scientific, medical, and technological advancement How the biblical notion of human dignity informs the West's social structure and how it intersects with other worldviews How the Bible created a fertile ground for women to find social and economic empowerment How the Bible has uniquely equipped the West to cultivate compassion, human rights, prosperity, and strong families The role of the Bible in the transformation of education How the modern literary notion of a hero has been shaped by the Bible's archetypal protagonist Journey with Mangalwadi as he examines the origins of a civilization's greatness and the misguided beliefs that threaten to unravel its progress. Learn how the Bible transformed the social, political, and religious institutions that have sustained Western culture for the past millennium, and discover how secular corruption endangers the stability and longevity of Western civilization. Endorsements: “This is an extremely significant piece of work with huge global implications. Vishal brings a timely message.” (Ravi Zacharias, author, Walking from East to West and Beyond Opinion) “In polite society, the mere mention of the Bible often introduces a certain measure of anxiety. A serious discussion on the Bible can bring outright contempt. Therefore, it is most refreshing to encounter this engaging and informed assessment of the Bible’s profound impact on the modern world. Where Bloom laments the closing of the American mind, Mangalwadi brings a refreshing optimism.” (Stanley Mattson, founder and president, C. S. Lewis Foundation) “Vishal Mangalwadi recounts history in very broad strokes, always using his cross-cultural perspectives for highlighting the many benefits of biblical principles in shaping civilization.” (George Marsden, professor, University of Notre Dame; author, Fundamentalism and American Culture)

Design Justice

Design Justice
Author: Sasha Costanza-Chock
Publisher: MIT Press
Total Pages: 358
Release: 2020-03-03
Genre: Design
ISBN: 0262043459

An exploration of how design might be led by marginalized communities, dismantle structural inequality, and advance collective liberation and ecological survival. What is the relationship between design, power, and social justice? “Design justice” is an approach to design that is led by marginalized communities and that aims expilcitly to challenge, rather than reproduce, structural inequalities. It has emerged from a growing community of designers in various fields who work closely with social movements and community-based organizations around the world. This book explores the theory and practice of design justice, demonstrates how universalist design principles and practices erase certain groups of people—specifically, those who are intersectionally disadvantaged or multiply burdened under the matrix of domination (white supremacist heteropatriarchy, ableism, capitalism, and settler colonialism)—and invites readers to “build a better world, a world where many worlds fit; linked worlds of collective liberation and ecological sustainability.” Along the way, the book documents a multitude of real-world community-led design practices, each grounded in a particular social movement. Design Justice goes beyond recent calls for design for good, user-centered design, and employment diversity in the technology and design professions; it connects design to larger struggles for collective liberation and ecological survival.

Making Virtual Worlds

Making Virtual Worlds
Author: Thomas Malaby
Publisher: Cornell University Press
Total Pages: 179
Release: 2011-01-15
Genre: Social Science
ISBN: 0801457750

The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.

Factfulness

Factfulness
Author: Hans Rosling
Publisher: Flatiron Books
Total Pages: 353
Release: 2018-04-03
Genre: Science
ISBN: 125012381X

INSTANT NEW YORK TIMES BESTSELLER “One of the most important books I’ve ever read—an indispensable guide to thinking clearly about the world.” – Bill Gates “Hans Rosling tells the story of ‘the secret silent miracle of human progress’ as only he can. But Factfulness does much more than that. It also explains why progress is so often secret and silent and teaches readers how to see it clearly.” —Melinda Gates "Factfulness by Hans Rosling, an outstanding international public health expert, is a hopeful book about the potential for human progress when we work off facts rather than our inherent biases." - Former U.S. President Barack Obama Factfulness: The stress-reducing habit of only carrying opinions for which you have strong supporting facts. When asked simple questions about global trends—what percentage of the world’s population live in poverty; why the world’s population is increasing; how many girls finish school—we systematically get the answers wrong. So wrong that a chimpanzee choosing answers at random will consistently outguess teachers, journalists, Nobel laureates, and investment bankers. In Factfulness, Professor of International Health and global TED phenomenon Hans Rosling, together with his two long-time collaborators, Anna and Ola, offers a radical new explanation of why this happens. They reveal the ten instincts that distort our perspective—from our tendency to divide the world into two camps (usually some version of us and them) to the way we consume media (where fear rules) to how we perceive progress (believing that most things are getting worse). Our problem is that we don’t know what we don’t know, and even our guesses are informed by unconscious and predictable biases. It turns out that the world, for all its imperfections, is in a much better state than we might think. That doesn’t mean there aren’t real concerns. But when we worry about everything all the time instead of embracing a worldview based on facts, we can lose our ability to focus on the things that threaten us most. Inspiring and revelatory, filled with lively anecdotes and moving stories, Factfulness is an urgent and essential book that will change the way you see the world and empower you to respond to the crises and opportunities of the future. --- “This book is my last battle in my life-long mission to fight devastating ignorance...Previously I armed myself with huge data sets, eye-opening software, an energetic learning style and a Swedish bayonet for sword-swallowing. It wasn’t enough. But I hope this book will be.” Hans Rosling, February 2017.

Designing Virtual Worlds

Designing Virtual Worlds
Author: Richard A. Bartle
Publisher: New Riders
Total Pages: 768
Release: 2004
Genre: Computers
ISBN: 9780131018167

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 334
Release: 2011-01-20
Genre: Psychology
ISBN: 1101475498

“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Fictional Worlds

Fictional Worlds
Author: Thomas G. Pavel
Publisher: Harvard University Press
Total Pages: 194
Release: 1986
Genre: Education
ISBN: 9780674299665

Created worlds may resemble the actual world, but they can just as easily be deemed incomplete, precarious, or irrelevant. Why, then, does fiction continue to pull us in and, more interesting perhaps, how? In this beautiful book Pavel provides a poetics of the imaginary worlds of fiction, their properties, and their reason for being.

Bomb (Graphic Novel)

Bomb (Graphic Novel)
Author: Steve Sheinkin
Publisher: Roaring Brook Press
Total Pages: 258
Release: 2023-01-24
Genre: Juvenile Nonfiction
ISBN: 1250291038

A riveting graphic novel adaptation of the award-winning nonfiction book, Bomb—the fascinating and frightening true story of the creation behind the most destructive force that birthed the arms race and the Cold War. In December of 1938, a chemist in a German laboratory made a shocking discovery: When placed next to radioactive material, a Uranium atom split in two. That simple discovery launched a scientific race that spanned three continents. In Great Britain and the United States, Soviet spies worked their way into the scientific community; in Norway, a commando force slipped behind enemy lines to attack German heavy-water manufacturing; and deep in the desert, one brilliant group of scientists, led by "father of the atomic bomb" J. Robert Oppenheimer, was hidden away at a remote site at Los Alamos. This is the story of the plotting, the risk-taking, the deceit, and genius that created the world's most formidable weapon. This is the story of the atomic bomb. New York Times bestselling author Steve Sheinkin's award-winning nonfiction book is now available reimagined in the graphic novel format. Full color illustrations from Nick Bertozzi are detailed and enriched with the nonfiction expertise Nick brings to the story as a beloved artist, comic book writer, and commercial illustrator who has written a couple of his own historical graphic novels, including Shackleton and Lewis & Clark. Accessible, gripping, and educational, this new edition of Bomb is perfect for young readers and adults alike. Praise for Bomb (2012): “This superb and exciting work of nonfiction would be a fine tonic for any jaded adolescent who thinks history is 'boring.' It's also an excellent primer for adult readers who may have forgotten, or never learned, the remarkable story of how nuclear weaponry was first imagined, invented and deployed—and of how an international arms race began well before there was such a thing as an atomic bomb.” —The Wall Street Journal “This is edge-of-the seat material that will resonate with YAs who clamor for true spy stories, and it will undoubtedly engross a cross-market audience of adults who dozed through the World War II unit in high school.” —The Bulletin (starred review) Also by Steve Sheinkin: Fallout: Spies, Superbombs, and the Ultimate Cold War Showdown The Port Chicago 50: Disaster, Mutiny, and the Fight for Civil Rights Undefeated: Jim Thorpe and the Carlisle Indian School Football Team Most Dangerous: Daniel Ellsberg and the Secret History of the Vietnam War Born to Fly: The First Women's Air Race Across America The Notorious Benedict Arnold: A True Story of Adventure, Heroism & Treachery Which Way to the Wild West?: Everything Your Schoolbooks Didn't Tell You About Westward Expansion King George: What Was His Problem?: Everything Your Schoolbooks Didn't Tell You About the American Revolution Two Miserable Presidents: Everything Your Schoolbooks Didn't Tell You About the Civil War