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The Game Jam Survival Guide
by Christer KaitilaThe Game Jam Survival Guide is an insider view of game jams packed full of expert advice; leading with tips and tricks on how to build a great game with just 48 hours; but clearly defining what should be avoided at all costs during Game Jam mayhem. The reader is led through each half-day phase; from the beginning of your quest in hours 1-12 to breaking through "the wall" on day two and finally reaching the finishing line in hours 37-48. Although the book is intended for beginners and experts alike, the reader will already know how to program (in any language). He or she will love games and want to learn how to best make their own game in a wild and crazy 48-hour period.
The Game Maker's Apprentice: Game Development For Beginners
by Jacob Habgood Mark OvermarsThe Game Makers Apprentice: Game Design For Beginners is a work on computers/software.
The Game Maker's Companion
by Kevin Crossley Jacob Habgood Nana Nielsen Martin RijksThe Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker then you really must own this book as well. What you'll learn * Learn the fundamentals of how to create platform games with nature's first platform game character: Fishpod. * Discover how to recreate the classic 90's platform game Zool (Ninja of the Nth Dimension) entirely using drag-and-drop programming. * Learn how to extend and improve upon the drag-and-drop functionality of Game Maker using GML scripts. * Follow the design of the atmospheric platform-adventure game OC Shadows on Deck from original concept to a completed vertical slice of gameplay. * See how professional designers create engaging storylines with believable characters. * Learn how to modify the Shadows on Deck artwork to include in your own games. * Experience a practical journey into game development which has been unparalleled since The Game Maker's Apprentice. * Gain access to professional game resources from Shadows on Deck which you are free to use in your own Game Maker games. Who this book is for This book is for Game Maker's Apprentice readers, along with other game developers in general. Table of Contents * Greetings, Game Maker * Platform Beginnings: An Idea with Legs * Zool: Taking It to the Nth Dimension * Empowerment: Sliding Ninjas * Krool's Forces: Sweetening the Challenge * Fighting Talk: The Empower Strikes Back * Game Design: OC Shadows on Deck * Storytelling in Theory * Storytelling Applied * Of Mice and Pen: Pirate Art * GML: From Ninja to Pirate * Rogues' Rendezvous: Vertically Sliced * The Story Begins * Feature Reference * Rogues' Rendezvous: Dialogue"
The Game Master: Summer Schooled
by Rebecca Zamolo Matt SlaysFrom Matt and Rebecca Zamolo, creators of the mega-popular YouTube series Game Master Network, comes a new thrilling novel about everyone’s favorite mystery-solving team as they go toe-to-toe with the mysterious and menacing Game Master. <P><P>Rebecca Zamolo is on a mission to save her summer. Instead of going to camp like she’d planned, she’s been stuck in summer school. But today is the day! She’s going to present her final science assignment—using her Nana’s borrowed vintage zoetrope—and then she’ll be free to have fun. <P><P>But as Becca and her classmates wait for her teacher to arrive, a menacing voice comes over the intercom claiming to be the Game Master! The kids quickly discover that the Game Master has locked the doors, scared off the teachers, and made it clear that if Becca and her friends don’t solve the clues that have been left behind, they’ll never get back Becca’s irreplaceable zoetrope, never finish summer school, and never get to enjoy what’s left of their summer vacations. <P><P> Becca doesn’t know who is behind this, but she won’t let the Game Master win. But will she and her classmates be able to work together to solve the puzzles and escape their school before time runs out? Join YouTube’s favorite mystery solving team as they go toe-to-toe with the Game Master in the first book of this action-packed series from beloved YouTube creators Rebecca Zamolo and Matt Yoakum aka MattySlays, stars of the hugely popular Game Master Network. <P><P>Fans of StacyPlays’s Wild Rescuers series and Pat & Jen’s PopularMMOs Presents graphic novels will love this thrilling and engaging YouTube-inspired adventure. <P><P><b>A New York Times Bestseller</b>
The Game Music Toolbox: Composition Techniques and Production Tools from 20 Iconic Game Soundtracks
by Marios AristopoulosThe Game Music Toolbox provides readers with the tools, models, and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
The Game Narrative Toolbox (Focal Press Game Design Workshops)
by Tobias Heussner Jennifer Brandes Hepler Toiya Kristen Finley Ann LemayLearn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects. This first installment of Focal Press's Game Design Workshops series is a must-have for individuals looking to create captivating storylines for games.
The Game Narrative Toolbox (Focal Press Game Design Workshops)
by Tobias Heussner Toiya Kristen Finley Ann Lemay Jennifer Brandes HeplerLearn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.
The Game Production Toolbox
by Heather Maxwell ChandlerThe Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
The Game Programmer's Guide to Torque: Under the Hood of the Torque Game Engine
by Edward F. MaurinaThe author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.
The Game Writing Guide: Get Your Dream Job and Keep It
by Anna MegillThis comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, this book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter-end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
The Game of Lives (The Mortality Doctrine #3)
by James DashnerFrom James Dashner, author of the #1 New York Times bestselling Maze Runner series, comes The Game of Lives, the final book in the Mortality Doctrine series, an edge-of-your-seat cyber-adventure trilogy that includes The Eye of Minds and The Rule of Thoughts. Michael used to live to game, but the games he was playing have become all too real. Only weeks ago, sinking into the Sleep was fun. The VirtNet combined the most cutting-edge technology and the most sophisticated gaming for a full mind-body experience. And it was Michael's passion. But now every time Michael sinks, he risks his life. The games are over. The VirtNet has become a world of deadly consequences, and Kaine grows stronger by the day. The Mortality Doctrine--Kaine's master plan--has nearly been realized, and little by little the line separating the virtual from the real is blurring. If Kaine succeeds, it will mean worldwide cyber domination. And it looks like Michael and his friends are the only ones who can put the monster back in the box--if Michael can figure out who his friends really are. And look for The Maze Runner movie and its sequel, Maze Runner:The Scorch Trials, from Twentieth Century Fox! Praise for the Mortality Doctrine Series: "An exhilarating adventure story with touches of Anthony Horowitz's Alex Rider books and Orson Scott Card's Ender's Game."--Booklist"A breathless, action-packed read that will have readers on the edges of their seats...Dashner has stuck the landing."--Kirkus Reviews"An adrenaline rush."--School Library Journal"A gripping page-turner, Dashner's latest is sure to please."--BookPage"Full of action [and] a rather surprising twist that will leave you flipping pages." --FanBoyNation.comFrom the Hardcover edition.
The GameMaker Standard (Focal Press Game Design Workshops)
by David Vinciguerra Andrew HowellThis book teaches students and entry-level novices how to create games using the GameMaker engine. Readers will quickly hone their design skills with tutorials that are written so that beginners can quickly start building games while also providing lessons on how designers can 'level up' and add advanced options to their games. Readers will also have access to a website containing all the assets and resources to create their games, including sprites and animations, walk-through video tutorials of each lesson and music composed by professional musicians. Also provided are rubrics for instructors to use when grading student work or for readers learning on their own to evaluate their own work.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
by Celia HodentMaking a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
The Gamer's Bucket List: The 50 Video Games to Play Before You Die
by Chris WattersWhich games are worth playing?---------- From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them.
The Gamer's Guide to Getting the Girl
by Kristine ScarrowStrategy is everything when it comes to gaming — and girls. Zach is used to living in a world of legendary battles, epic journeys, and life-or-death situations. As a gamer, he is hard-wired for adventure, even though it’s from the comfort of his parents’ couch. But nothing has prepared him for battling the biggest storm in Saskatchewan’s history while trapped in the local mall. On top of everything, Zach has finally met the girl of his dreams, but he finds himself helping everyone else stay safe while his best friend spends time with her. What Zach doesn’t realize is that love always finds its way when you’ve found the right person and are ready to risk it all to save the day.
The Gamification of Higher Education
by Neil B. NimanInstead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.
The Gaming Mind: A New Psychology of Videogames and the Power of Play
by Alexander KrissEven as the popularity of videogames has skyrocketed, a dark cloud continues to hang over them. Many people who play games feel embarrassed to admit as much, and many who don't worry about the long-term effects of a medium often portrayed as dangerous and corruptive.Drawing on years of experience working directly with people who play games, clinical psychologist Alexander Kriss steers the discourse away from extreme and factually inaccurate claims around the role of games in addiction, violence and mental illness, instead focusing on the importance of understanding the unique relationship that forms between a game and its player.Through vivid psychotherapy case illustrations, autobiographical memoir, and a wide range of psychological theory and research, The Gaming Mind lays out an honest and humanistic vision of games, their potentials and risks, and how they can teach us more about who we are and who we could be.
The Gaming Mind: A New Psychology of Videogames and the Power of Play
by Alexander KrissAre videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.
The Gang Life: Suppression and Prevention
by Robert Matthew Brzenchek Ben Pieper Garrick PlonczynskiThe Gang Life: Laugh Now, Cry Later examines the criminal gangster mindset and offers gang prevention strategies, using real-world examples to demonstrate a holistic approach toward combatting this surging societal problem. The text outlines the evolution of gang membership from a state of interest, to association, to hardcore "O.G." (Original Gangster) status, and explores the evolution of law enforcement’s multi-pronged approach to combating criminal street gang violence, from the catch-and-release mentality of the 1970s and 1980s to today’s collaboration with private organizations such as Boys & Girls Clubs. In-depth profiles, case studies, and lengthy histories of gangs, gang members, and their transformations are provided to demonstrate the deleterious effect of gangs on society. Designed for criminal justice students and for practitioners in the field, this text offers readers a holistic approach toward gang prevention from three nationally awarded educators and gang investigators.
The Garbage Collection Handbook: The Art of Automatic Memory Management (Chapman & Hall/CRC Applied Algorithms and Data Structures series)
by Richard Jones Antony Hosking Eliot MossPublished in 1996, Richard Jones’s Garbage Collection was a milestone in the area of automatic memory management. The field has grown considerably since then, sparking a need for an updated look at the latest state-of-the-art developments. The Garbage Collection Handbook: The Art of Automatic Memory Management brings together a wealth of knowledge gathered by automatic memory management researchers and developers over the past fifty years. The authors compare the most important approaches and state-of-the-art techniques in a single, accessible framework. The book addresses new challenges to garbage collection made by recent advances in hardware and software. It explores the consequences of these changes for designers and implementers of high performance garbage collectors. Along with simple and traditional algorithms, the book covers parallel, incremental, concurrent, and real-time garbage collection. Algorithms and concepts are often described with pseudocode and illustrations. The nearly universal adoption of garbage collection by modern programming languages makes a thorough understanding of this topic essential for any programmer. This authoritative handbook gives expert insight on how different collectors work as well as the various issues currently facing garbage collectors. Armed with this knowledge, programmers can confidently select and configure the many choices of garbage collectors. Web ResourceThe book’s online bibliographic database at www.gchandbook.org includes over 2,500 garbage collection-related publications. Continually updated, it contains abstracts for some entries and URLs or DOIs for most of the electronically available ones. The database can be searched online or downloaded as BibTeX, PostScript, or PDF. E-bookThis edition enhances the print version with copious clickable links to algorithms, figures, original papers and definitions of technical terms. In addition, each index entry links back to where it was mentioned in the text, and each entry in the bibliography includes links back to where it was cited.
The Garbage Collection Handbook: The Art of Automatic Memory Management (International Perspectives On Science, Culture And Society Ser.)
by Richard Jones Antony Hosking Eliot MossPublished in 1996, Richard Jones's Garbage Collection was a milestone in the area of automatic memory management. Its widely acclaimed successor, The Garbage Collection Handbook: The Art of Automatic Memory Management, captured the state of the field in 2012. Modern technology developments have made memory management more challenging, interesting and important than ever. This second edition updates the handbook, bringing together a wealth of knowledge gathered by automatic memory management researchers and developers over the past sixty years. The authors compare the most important approaches and state-of-the-art techniques in a single, accessible framework. The book addresses new challenges to garbage collection made by recent advances in hardware and software. It explores the consequences of these changes for designers and implementers of high performance garbage collectors. Along with simple and traditional algorithms, the book covers state-of-the-art parallel, incremental, concurrent and real-time garbage collection. Algorithms and concepts are often described with pseudocode and illustrations. Features of this edition Provides a complete, up-to-date, and authoritative sequel to the 1996 and 2012 books Offers thorough coverage of parallel, concurrent, and real-time garbage collection algorithms Discusses in detail modern, high-performance commercial collectors Explains some of the trickier aspects of garbage collection, including the interface to the run-time system Over 90 more pages including new chapters on persistence and energy-aware garbage collection Backed by a comprehensive online database of over 3,400 garbage collection-related publications The adoption of garbage collection by almost all modern programming languages makes a thorough understanding of this topic essential for any programmer. This authoritative handbook gives expert insight on how different collectors work as well as the various issues currently facing garbage collectors. Armed with this knowledge, programmers can confidently select and configure the many choices of garbage collectors.
The Gardener of Governance: A Call to Action for Effective Internal Auditing (Security, Audit and Leadership Series)
by Rainer Lenz Barrie EnslinThis book builds on the popular GARDENER OF GOVERNANCE article, which enjoys amazing traction in the professional community globally and has been translated into 25+ languages. The Lenz and Jeppesen (2022) thought-piece introduced the 5 "Ps" as paths for the betterment of internal auditing: People, Public, Performance (Prosperity), Purpose (Profession) and Planet. These main fields of action and focus for the internal audit profession may determine the future role of internal auditing, its legitimacy, relevance and significance. The book aims to provide practical guidance for performing impactful internal audit assignments. Some readers will no doubt view the authors as unorthodox and the book may be a stretch for the purist, insisting on adherence to traditional rules.It is pleasing to see that the new Global Internal Audit Standards advocate a pragmatic and holistic approach, which should further stimulate internal audit functions moving into uncharted territory that may require from them to become more resourceful in their approach as advocated for by the authors. This book is an inspiration and encouragement for all internal auditors who want to do better and aim higher, particularly the forthcoming generation of internal auditors who are open-minded and who may sometimes doubt themselves because of opposition or insecurity. We believe that internal auditors who absorb the knowledge and make it their own will benefit from this book on their career trajectory.This easy read is relatable, engaging and convincing to support internal auditors globally who are seeking to widen their repertoire on their journey to become modern and effective internal auditors. This book is relevant and will be insightful to internal auditors, students and lecturers, as well as other stakeholders including senior and executive managers and board members. Drawing on Rainer’s vast practical expertise gained from over 300 audits in more than 50 countries, along with his series of publications and adding Barrie’s hands-on advice benefitting from 30 years of entrepreneurial experience, the authors create an interesting blend of creative authoring that challenges the status quo and advises emerging internal auditors on becoming more impactful and effective.We’re dropping the pebble in the pond. Let’s see how far the ripples spread and to what effect.
The Geek Atlas: 128 Places Where Science and Technology Come Alive
by John Graham-CummingThe history of science is all around us, if you know where to look. With this unique traveler's guide, you'll learn about 128 destinations around the world where discoveries in science, mathematics, or technology occurred or is happening now. Travel to Munich to see the world's largest science museum, watch Foucault's pendulum swinging in Paris, ponder a descendant of Newton's apple tree at Trinity College, Cambridge, and more.Each site in The Geek Atlas focuses on discoveries or inventions, and includes information about the people and the science behind them. Full of interesting photos and illustrations, the book is organized geographically by country (by state within the U.S.), complete with latitudes and longitudes for GPS devices. Destinations include:Bletchley Park in the UK, where the Enigma code was brokenThe Alan Turing Memorial in Manchester, EnglandThe Horn Antenna in New Jersey, where the Big Bang theory was confirmedThe National Cryptologic Museum in Fort Meade, MarylandThe Trinity Test Site in New Mexico, where the first atomic bomb was explodedThe Joint Genome Institute in Walnut Creek, CaliforniaYou won't find tedious, third-rate museums, or a tacky plaque stuck to a wall stating that "Professor X slept here." Every site in this book has real scientific, mathematical, or technological interest -- places guaranteed to make every geek's heart pound a little faster. Plan a trip with The Geek Atlas and make your own discoveries along the way.
The Geek Handbook: User Guide and Documentation for the Geek in Your Life
by Mikki HalpinHe has reached every level of Myst. Her room is littered with soda cans. He idolizes Data from Star Trek®. But all your favorite geek really wants is to be understood.... Whether you're friends with a geek, work with one, love one, or hate one, The Geek Handbook provides handy instructions for analyzing and understanding all things geek, including: How Your Geek Relates to Others Geek organizations and gathering spots Getting Your Geek to Exercise Klingon martial arts as workout strategy The Geek Diet Soda, pizza, and other geek food groups; how to help your geek thrive
The Geek's Chihuahua: Living with Apple (Forerunners: Ideas First)
by Ian BogostAt dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek&’s Chihuahua, Ian Bogost addresses the modern love affair of &“living with Apple&” during the height of the company&’s market influence and technology dominance. The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple&’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of &“hyperemployment&”—the constant overwork of today&’s technological life that all of us now experience. Bogost also reflects on the new potential function—as well as anxiety and anguish—of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that&’s just life—anxious, overworked, and utterly networked life. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.