In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Dr. William Glasser offers a new psychology that, if practiced, could reverse our widespread inability to get along with one another, an inability that is the source of almost all unhappiness. For progress in human relationships, he explains that we must give up the punishing, relationship–destroying external control psychology. For example, if you are in an unhappy relationship right now, he proposes that one or both of you could be using external control psychology on the other. He goes further. And suggests that misery is always related to a current unsatisfying relationship. Contrary to what you may believe, your troubles are always now, never in the past. No one can change what happened yesterday.
“A sharp and unconventional book — a swirl of memoir, travelogue and biography of some of history's champion day-dreamers.” —Maureen Corrigan, "Fresh Air" A spirited inquiry into the lost value of leisure and daydream The Art of the Wasted Day is a picaresque travelogue of leisure written from a lifelong enchantment with solitude. Patricia Hampl visits the homes of historic exemplars of ease who made repose a goal, even an art form. She begins with two celebrated eighteenth-century Irish ladies who ran off to live a life of "retirement" in rural Wales. Her search then leads to Moravia to consider the monk-geneticist, Gregor Mendel, and finally to Bordeaux for Michel Montaigne--the hero of this book--who retreated from court life to sit in his chateau tower and write about whatever passed through his mind, thus inventing the personal essay. Hampl's own life winds through these pilgrimages, from childhood days lazing under a neighbor's beechnut tree, to a fascination with monastic life, and then to love--and the loss of that love which forms this book's silver thread of inquiry. Finally, a remembered journey down the Mississippi near home in an old cabin cruiser with her husband turns out, after all her international quests, to be the great adventure of her life. The real job of being human, Hampl finds, is getting lost in thought, something only leisure can provide. The Art of the Wasted Day is a compelling celebration of the purpose and appeal of letting go.
“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.
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Using clear, readable prose, conceptual artist and poet Kenneth Goldsmith’s manifesto shows how our time on the internet is not really wasted but is quite productive and creative as he puts the experience in its proper theoretical and philosophical context. Kenneth Goldsmith wants you to rethink the internet. Many people feel guilty after spending hours watching cat videos or clicking link after link after link. But Goldsmith sees that “wasted” time differently. Unlike old media, the internet demands active engagement—and it’s actually making us more social, more creative, even more productive. When Goldsmith, a renowned conceptual artist and poet, introduced a class at the University of Pennsylvania called “Wasting Time on the Internet”, he nearly broke the internet. The New Yorker, the Atlantic, the Washington Post, Slate, Vice, Time, CNN, the Telegraph, and many more, ran articles expressing their shock, dismay, and, ultimately, their curiosity. Goldsmith’s ideas struck a nerve, because they are brilliantly subversive—and endlessly shareable. In Wasting Time on the Internet, Goldsmith expands upon his provocative insights, contending that our digital lives are remaking human experience. When we’re “wasting time,” we’re actually creating a culture of collaboration. We’re reading and writing more—and quite differently. And we’re turning concepts of authority and authenticity upside-down. The internet puts us in a state between deep focus and subconscious flow, a state that Goldsmith argues is ideal for creativity. Where that creativity takes us will be one of the stories of the twenty-first century. Wide-ranging, counterintuitive, engrossing, unpredictable—like the internet itself—Wasting Time on the Internet is the manifesto you didn’t know you needed.
A "powerful and indispensable" look at the devastating consequences of environmental racism (Gerald Markowitz) -- and what we can do to remedy its toxic effects on marginalized communities. Did you know... Middle-class African American households with incomes between $50,000 and $60,000 live in neighborhoods that are more polluted than those of very poor white households with incomes below $10,000. When swallowed, a lead-paint chip no larger than a fingernail can send a toddler into a coma -- one-tenth of that amount will lower his IQ. Nearly two of every five African American homes in Baltimore are plagued by lead-based paint. Almost all of the 37,500 Baltimore children who suffered lead poisoning between 2003 and 2015 were African American. From injuries caused by lead poisoning to the devastating effects of atmospheric pollution, infectious disease, and industrial waste, Americans of color are harmed by environmental hazards in staggeringly disproportionate numbers. This systemic onslaught of toxic exposure and institutional negligence causes irreparable physical harm to millions of people across the country-cutting lives tragically short and needlessly burdening our health care system. But these deadly environments create another insidious and often overlooked consequence: robbing communities of color, and America as a whole, of intellectual power. The 1994 publication of The Bell Curve and its controversial thesis catapulted the topic of genetic racial differences in IQ to the forefront of a renewed and heated debate. Now, in A Terrible Thing to Waste, award-winning science writer Harriet A. Washington adds her incisive analysis to the fray, arguing that IQ is a biased and flawed metric, but that it is useful for tracking cognitive damage. She takes apart the spurious notion of intelligence as an inherited trait, using copious data that instead point to a different cause of the reported African American-white IQ gap: environmental racism - a confluence of racism and other institutional factors that relegate marginalized communities to living and working near sites of toxic waste, pollution, and insufficient sanitation services. She investigates heavy metals, neurotoxins, deficient prenatal care, bad nutrition, and even pathogens as chief agents influencing intelligence to explain why communities of color are disproportionately affected -- and what can be done to remedy this devastating problem. Featuring extensive scientific research and Washington's sharp, lively reporting, A Terrible Thing to Waste is sure to outrage, transform the conversation, and inspire debate.
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.