Series
by
David L. Craddock,Matt Bell,
David Sudnow
,
Jarett Kobek
,
Chris Kohler
,
Gabe Durham
,
L. E. Hall
,
Alyse Knoor
,
Phlip J Reed
,
Darius Kazemi
,
Ken Baumann
,
Brock Wilbur
,
Derek Yu
,
Matt Margini
,
Jon Irwin
,
Mike Ucker
,
Salvatore Pane
,
Nick Suttner
,
Ashley Burch
,
Michael P. Williams
,
Anna Anthropy
,
Reyan Ali
,
Alex Kane
,
Daniel Lisi
,
Alexa Ray Corriea
,
Nathan Rabin
,
Anthony Burch
Picked by Boss Fight Books fans
Here are 32 books that Boss Fight Books fans have personally recommended once you finish the Boss Fight Books series.
Shepherd is a community of authors and super-readers sharing their favorite books with the world.
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
Where David Sudnow’s Breakout: Pilgrim in the Microworld focused on the flamboyant poetry of gaming, Michael W. Clune’s Gamelife opts for minimalism.
Clune himself describes the book as a memoir about computer games, which is true, and that description alone warrants inclusion in my list. Why? Any topic that can be a lens through which to reflect on one’s own life is noteworthy.
Clune isn’t a game developer recounting a life spent developing games. Clune isn’t a games industry executive doling out business advice. Clune is a gamer with a childhood he’s able to better understand when filtered through video games.
Tell your non-gaming friends: video games are therapy!
In telling the story of his youth through seven computer games, critically acclaimed author Michael W. Clune (White Out) captures the part of childhood we live alone.
You have been awakened.
Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."
Gamelife is the memoir of a childhood transformed by technology. Afternoons spent…
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
Getting Gamers shows us that the science of video games is the science of human interaction. In fact, some game development studios staff teams of psychologists and researchers, and sometimes those teams use virtual spaces as testing environments for psychology theories.
How does physical appearance prime social interactions (ie, the Proteus Effect), for example? With the wealth of avatar customization options available to gamers, we can carefully articulate and test our assumptions of interactions in groups using MMOs (massive multiplayer online games).
Tell your non-gaming friends: video games remind us that we are human!
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and…
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
Sometimes, defending your video game obsession means acknowledging that the video game industry is flawed. It’s best not to avoid necessary conversations about the negative impacts that video games can have on families and on personal health.
But while it would be tempting to cite flawed studies about games as a precursor to violence (a sub-recommendation for more about such flawed studies would be The Gaming Mind: A New Psychology of Videogames and the Power of Play by Alexander Kriss), Jason Schreier’s book instead digs into the “industry” part of the video games industry to explore systemic problems like overwork, the lack of unionization, and incredible wealth inequality.
The video game industry is huge (like, really huge. Like, 2.5x the size of the movie and music industry combined huge). Its enormity, combined with its lack of regulation and oversight, makes for a difficult foundation on which to build a life.…
THE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next.
Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it.
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
Despite the implications of the title, this book is not a how-to book about repurposing Nintendo game cartridges as drink coasters. It’s even better than that (and this is coming from someone who actually does use old, non-functioning game cartridges as drink coasters).
How to Do Things with Videogames is a plea to non-gaming industries to embrace video games as tools to advance their own products and services. While video game mechanics and visuals have certainly matured since their introduction in the 1970s—and that is all quite interesting—Ian Bogost’s book isn’t interested in how humans have advanced video games but instead in how video games could advance humans.
I’ll give a specific example that has stuck with me since my first read of this book. Humans are great with spatial awareness. Video games have an amazing ability to leverage this capability for fun. But why not leverage this capability to…
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…
Video games have always been an important part of my life. I love playing games. I love talking about them. I love (trying) to make them. I love writing about them! Over the years, I’ve realized these various game consoles have been the backdrop to some very important milestones in my life. It’s been fun to go back and piece together which games helped me at which age. It’s been just as fun to explore this gaming relationship from the perspective of other authors/gamers. If you, too, grew up gaming, you’ll appreciate the books on this list.
Yes, this is technically a “celebrity memoir,” but Day is in a unique position of not only growing up in gaming culture but rising to fame because of it. While only two of the chapters in her book are about specific games she played, one of those games does become the basis for the show that launched her career. It’s interesting to read how she navigated the early days of YouTube and created and marketed the show with basically no budget. As someone who has frequently tried (and failed) to create game-related content of my own, it was nice to see what a self-made success story can look like.
The instant New York Times bestseller from “queen of the geeks” Felicia Day, You’re Never Weird on the Internet (Almost) is a “relentlessly funny and surprisingly inspirational” (Forbes) memoir about her unusual upbringing, her rise to internet stardom, and embracing her weirdness to find her place in the world.
When Felicia Day was a girl, all she wanted was to connect with other kids (desperately). Growing up in the Deep South, where she was “home-schooled for hippie reasons,” she looked online to find her tribe. The Internet was in its infancy and she became an early adopter at every stage…
Video games have always been an important part of my life. I love playing games. I love talking about them. I love (trying) to make them. I love writing about them! Over the years, I’ve realized these various game consoles have been the backdrop to some very important milestones in my life. It’s been fun to go back and piece together which games helped me at which age. It’s been just as fun to explore this gaming relationship from the perspective of other authors/gamers. If you, too, grew up gaming, you’ll appreciate the books on this list.
This one’s an intentionally short read, fast-forwarding through Leith’s life at breakneck speed, only stopping to check in every few years to see what game he was into then. The whole thing feels like a strange fever dream or stream of consciousness, particularly in the first few chapters when his childhood memories are probably as fuzzy as the TV he playedPlanetoidon. Still, it’s a fascinating look at how certain games stick with you over the years. I have my own collection of games that don’t necessarily reflect my favorites of all time but certainly define key moments in my life.
Videogames are among the defining artforms of our age. They are variously adored and reviled, but their influence is felt everywhere. Every game is its own little universe – and hundreds of millions of us now spend part of our time living in those universes. But what does it mean to play them? What does it feel like to be a member of the generation that grew up with them? Where do they take us, and what needs do they serve? In this short memoir, Sam Leith tells the story of his life through his relationship with games. It’s a…
Video games have always been an important part of my life. I love playing games. I love talking about them. I love (trying) to make them. I love writing about them! Over the years, I’ve realized these various game consoles have been the backdrop to some very important milestones in my life. It’s been fun to go back and piece together which games helped me at which age. It’s been just as fun to explore this gaming relationship from the perspective of other authors/gamers. If you, too, grew up gaming, you’ll appreciate the books on this list.
Of course, I have to recommend Davis’s book; we have similar titles! But in all seriousness, Davis takes a much different approach to the “gamer memoir” by focusing more on the games themselves. He reminisces about his favorite childhood games and/or games that were culturally important and does a great job highlighting what made them work (or not work) without letting modern-day feelings get in the way. Occasionally, Davis will tie the game into some real-world lesson he learned. It’s that aspect that I appreciate the most. I also try to reflect on certain games as being more than just “something fun at the time.”
In A Link to the Past: Stories of Growing Up Gamer, Brian Davis explores what it meant coming of age when video games went from something young people were expected to grow out of, to being a centrally crucial pillar of development to an entire generation. Starting in the halls of Maniac Mansion, and weaving a path through Skyrim’s majestic landscape, A Link to the Past follows the journey of one young Midwesterner’s search for identity, no matter the super villains, glitches, or threats of social alienation that stood in the way.
I’m a writer and teacher from Ama, Louisiana, who has also been a reader of comic books since I first learned how to read. I spent many years as a columnist, reviewer, and podcaster for a now-defunct comic site, while also working on my own novels, humor columns, and even the occasional stage play. My time these days is split between my day job as a high school English teacher, my dream job writing, and my full-time job of being the father of a five-year-old.
Not a novel, but Supergodsis one of the most intriguing books about the superhero as a concept that I’ve ever read. In Supergods, the always thought-provoking Grant Morrison digs into what superheroes actually are by picking apart archetypes, delving into the history of the medium, and exploring their place as a sort of modern mythology. Having written countless superhero comics, including some of the most surreal such stories ever to exist, Morrison is in a unique position to dissect the genre in a way that leaves you thinking about what superheroes mean and why they matter. It's the kind of book that makes you examine what the building blocks of superheroes are, and as someone who enjoys playing in that sandbox, it makes me look at one of my favorite genres in new and unique ways.
NATIONAL BESTSELLER • What Masked Vigilantes, Miraculous Mutants, and a Sun God from Smallville Can Teach Us About Being Human
Superman, Batman, Wonder Woman, Iron Man, and the X-Men—the list of names as familiar as our own. They are on our movie and television screens, in our videogames and in our dreams. But what are they trying to tell us? For Grant Morrison, one of the most acclaimed writers in the world of comics, these heroes are powerful archetypes who reflect and predict the course of human existence: Through them we tell the story of ourselves. In this exhilarating work…
For as long as I can remember, I’ve been fascinated by superheroes. Maybe it’s because as a bit of an outcast myself growing up, I gravitated towards stories of people who were outside society, yet actually more powerful because of it. Perhaps I’m drawn to the idea of people who work outside the system to make the world a better place, regardless of if it’s dangerous to them or if they don’t reap any kind of personal reward. Or maybe I just like to watch beautiful people in colorful costumes beat the crap out of each other. You can always listen to me on the Superhero Cinephiles podcast to hear me talk more about superheroes.
If your superhero tastes run more to the weird and dark, this is definitely in your wheelhouse. Deja’s Shadow Legion could best be described as “superhero noir.” It’s got aspects of the supernatural and horror mixed in with pulp hero archetypes and intriguing interpretations of classic super powers. Plus, it features one of the best villains in any piece of superhero media, bar none.
There has always been something strange about Nocturne, Florida: the City That Lives by Night. It is an entertainment nexus luring tourist from around the world to its night clubs, music venues and other, more adult entertainment venues. But there is a darker side to which these carefree revelers never see; one of dark doings, violence and eldritch evil.
Now a new sinister force threatens Nocturne and only a handful of unique, gifted beings can protect the city’s innocent. Nightbreaker; a radio star turned vigilante, he exist in a strange limbo world. The beautiful Dreamcatcher who…
For as long as I can remember, I’ve been fascinated by superheroes. Maybe it’s because as a bit of an outcast myself growing up, I gravitated towards stories of people who were outside society, yet actually more powerful because of it. Perhaps I’m drawn to the idea of people who work outside the system to make the world a better place, regardless of if it’s dangerous to them or if they don’t reap any kind of personal reward. Or maybe I just like to watch beautiful people in colorful costumes beat the crap out of each other. You can always listen to me on the Superhero Cinephiles podcast to hear me talk more about superheroes.
If you were a fan of the X-Men animated series, then this next pick is the book for you. Magneto and his followers take control of a fleet of the mutant-hunting Sentinels with the express purpose of establishing a new mutant nation. Naturally, the X-Men have to stop him, but with half the team on a mission in space, that’s a tall order. Golden writes a story that’s perfect nostalgia bait for anyone who loved the 90s X-Men.
Bringing the classic X-Men: Mutant Empire trilogy back into print in a brand-new omnibus
MAGNETO'S EMPIRE WILL RISE...
They live as outcasts, hated and feared by the very humanity they protect. They are mutants, born with strange and wonderful powers that set them apart from the rest of the human race. Under the tutelage of Professor Charles Xavier, they are more than mutants. They are-the X-Men.
Magneto-the X-Men's oldest, deadliest foe-has taken over a top-secret government installation that houses the Sentinels, powerful mutant-hunting robots. The X-Men must fight to keep this deadly technology out of Magneto's hands and stop him…