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The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-create...
An up-close account from the world’s first metaverse-embedded reporter In Making a Metaverse That Matters: From Snow Crash & Second Life to A Virtual World Worth Fighting For, the celebrated author of The Making of Second Life and Game Design Secrets, Wagner James Au, delivers an engrossing exploration of how nascent metaverse platforms have already captured the imagination of millions. Featuring powerful stories and dozens of incisive interviews with insiders including Metaverse creator Neal Stephenson himself, the author uses his unique, grassroots-level perspective as the first reporter embedded in a metaverse platform. Readers will learn about: How to understand and define the Metavers...
Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit! This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture. Provides an overview of the most popular game platforms and shows how to design games for each Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets Offers an analysis of future trends that can open (or close) opportunities for game designers Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.
What is an avatar? Why are there nearly a billion of them, and who is using them? Do avatars impact our real lives, or are they just video game conceits? Is an avatar an inspired rendering of its creator’s inner self, or is it just one among millions of anonymous vehicles clogging the online freeways? Can we use our avatars to really connect with people, or do they just isolate us? And as we become more like our avatars do they become more like us? In I, Avata r, Mark Stephen Meadows answers some of these questions, but more importantly, he raises hundreds of others in his exploration of avatars and the fascinating possibilities they hold. His examination of avatars through the lenses of sociology, psychology, politics, history, and art, he will change the way you look at even a simple online profile and revolutionize the idea of avatars as part of our lives, whether first or second.
"Laura Wagner has managed to get a huge amount of Haiti into the pages of this book: the sun, the rain, the bottomless spiral of catastrophe, rage, despair and indomitable hope." —Madison Smartt Bell, author of All Souls' Rising: A Novel of Haiti "In Haiti they say 'Kreyòl pale, Kreyòl konprann.' Speak plainly and honestly, and be understood. Laura Wagner does just that in this brave, beautiful book, bringing us the complex life of Magdalie, and a glimpse of a people's soul." —Jonathan M. Katz, author of The Big Truck That Went By: How the World Came to Save Haiti and Left Behind a Disaster "Haiti, already one of the poorest countries in the world, was devastated by the earthquake in 2...
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers i...
The driving cultural force of that form of life we call ‘modern’ is the desire to make the world controllable. Yet it is only in encountering the uncontrollable that we really experience the world – only then do we feel touched, moved and alive. A world that is fully known, in which everything has been planned and mastered, would be a dead world. Our lives are played out on the border between what we can control and that which lies outside our control. But because we late-modern human beings seek to make the world controllable, we tend to encounter the world as a series of objects that we have to conquer, master or exploit. And precisely because of this, ‘life,’ the experience of f...
For centuries, scientists and philosophers believed the universe was a stately; ordered mechanism - mathematical and musical. The smooth operation of the cosmos created a divine harmony (perfect, spiritual, eternal) which composers sought to capture and express. With The Music of the Spheres, readers will see how this scientific philosophy emerged, how it was shattered by changing views of the universe and the rise of Romanticism, and to what extent (if at all) it survives today. From Pythagoras to Newton, Bach to Beethoven, and on into the twentieth century, it is a spellbinding examination of the interwoven fates of science and music throughout history.
The long separation of health and International Relations, as distinct academic fields and policy arenas, has now dramatically changed. Health, concerned with the body, mind and spirit, has traditionally focused on disease and infirmity, whilst International Relations has been dominated by concerns of war, peace and security. Since the 1990s, however, the two fields have increasingly overlapped. How can we explain this shift and what are the implications for the future development of both fields? Colin McInnes and Kelley Lee examine four key intersections between health and International Relations today - foreign policy and health diplomacy, health and the global political economy, global he...
Rainer Forst develops a critical theory capable of deciphering the deficits and potentials inherent in contemporary political reality. This calls for a perspective which is immanent to social and political practices and at the same time transcends them. Forst regards society as a whole as an ‘order of justification’ comprising complexes of different norms referring to institutions and corresponding practices of justification. The task of a ‘critique of relations of justification’, therefore, is to analyse such legitimations with regard to their validity and genesis and to explore the social and political asymmetries leading to inequalities in the ‘justification power’ which enables persons or groups to contest given justifications and to create new ones. Starting from the concept of justification as a basic social practice, Forst develops a theory of political and social justice, human rights and democracy, as well as of power and of critique itself. In so doing, he engages in a critique of a number of contemporary approaches in political philosophy and critical theory. Finally, he also addresses the question of the utopian horizon of social criticism.