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A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.
A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everes...
SHORTLISTED FOR THE 2012 BEST THRILLER OF THE YEAR- CWA IAN FLEMING STEEL DAGGER SHORTLISTED FOR THE 2012 WARWICK PRIZE FOR WRITING Across the globe, millions of computer screens flicker with the artfully coded world of T'Rain - an addictive internet role-playing game of fantasy and adventure. But backstreet hackers in China have just unleashed a contagious virus called Reamde, and as it rampages through the gaming world spreading from player to player - holding hard drives hostage in the process - the computer of one powerful and dangerous man is infected, causing the carefully mediated violence of the on-line world to spill over into reality. A fast-talking, internet-addicted mafia account...
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability...
LEGO Guns is packed with building instructions for five impressive looking "weapons" built entirely from LEGO TECHNIC parts. In this heavily illustrated 2-color book, you learn how to use LEGO TECHNIC pieces to build working model guns like the Warbeast, a sophisticated, fully-automatic submachine gun; Parabella, a semi-automatic pistol; Thriller, a slide action crossbow pistol with smooth cocking and chambering mechanisms; and the Magic Moth, a simple butterfly "knife" built with TECHNIC pieces. With the help of a bit of sanding, some rubber bands, and Krazy Glue, each gun actually shoots LEGO bricks at high speed, with surprising accuracy. The building instructions for each model are easy to follow and include detailed parts lists. LEGO Guns also includes sections discussing the general concepts of LEGO gun design and offers practical building tips and tricks. The models range from sophisticated to easy, and readers of all ages will find something enjoyable to build and play with.
"When the foreigners confronted Sterren in Ethshar of the Spices he was uneasy; when they all but abducted him, taking him to an obscure kingdom in the south, he knew he was in a terrible predicament. A predicament some might actually find appealing ù he was by heredity the Ninth Warlord of Semma, least of the small kingdoms; he was a noble, and his rank afforded him material privileges, even in a place as insignificant and obscure as Semma. But the office also carried certain terrible responsibilities: he was to win the war the stupid King had stirred up by his arrogance. Two larger and stronger Kingdoms were preparing to invade Semma. And if the country lost, the first thing likely to be forfeit was the life of the Warlord. And if it won . . . if it won, the fate and shape of Ethshar would change forever. For deep in the south there are secrets of magic not even Sterren can imagine."
The first comprehensive biography of geek and gaming culture's mythic icon, Gary Gygax, and the complete story behind his invention of Dungeons & Dragons. The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Vin...
Updated with new chapters and an introduction for the 50th Anniversary of Dungeons & Dragons, the fascinating and authoritative history of Dungeons & Dragons that “tracks D&D’s turbulent rise, fall, and survival, from its heyday in the 1980s…to the 21st century” (The Wall Street Journal), by award-winning journalist David M. Ewalt. Even if you’ve never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture, and 2014 marks the intriguing role-playing phenomenon’s 40th anniversary. Released decades before the Internet and social media, Dungeons & Dragons inspired one of the original nerd subcultures and is still revered by...
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigat...
Why an organization's response to digital disruption should focus on people and processes and not necessarily on technology. Digital technologies are disrupting organizations of every size and shape, leaving managers scrambling to find a technology fix that will help their organizations compete. This book offers managers and business leaders a guide for surviving digital disruptions—but it is not a book about technology. It is about the organizational changes required to harness the power of technology. The authors argue that digital disruption is primarily about people and that effective digital transformation involves changes to organizational dynamics and how work gets done. A focus onl...