Here are 72 books that Blood, Sweat, and Pixels fans have personally recommended if you like
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Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.
This smart and at-times hilarious book takes serious, analytical, video game criticism and runs it through the meatgrinder of the gaming- and drug-addicted mind of an adult player. It is a memoir, a love story, and a guide to understanding why, as the title suggests, video games absolutely matter.
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…
The Victorian mansion, Evenmere, is the mechanism that runs the universe.
The lamps must be lit, or the stars die. The clocks must be wound, or Time ceases. The Balance between Order and Chaos must be preserved, or Existence crumbles.
Appointed the Steward of Evenmere, Carter Anderson must learn the…
Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.
It is impossible to talk about gaming without mentioning the influence Japanese culture has had on the pastime. Specifically, Nintendo. This collection of essays and photos offers an anthropologist’s view to the Kansai region of Western Japan, and helps gamers (and travelers) understand the complex culture in which Nintendo is based.
In Kansai Cool anthropologist, writer and filmmaker Christal Whelan offers profound insights in the only collection of essays to focus on Kansai, Japan's ancient heartland. Kansai ; the region in Western Japan that boasts the ancient capitals of Kyoto and Nara, the bustling commercial city of Osaka and the cosmopolitan port city of Kobe ; has a character all its own, right down to its dialect, mannerisms, and cuisine. It is home to some of Japan's oldest history and an area where the country's most time-honored arts and crafts still thrive. Worldly and otherworldly, spirited and spiritual, trendy and traditional,…
Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.
The efforts made in the 1980s and 1990s to replicate the arcade experience at home were nothing short of Herculean. This book details, with astounding technical detail and surprising interviews, the monumental challenges that were overcome to port the top coin-op hits onto the very consoles that would render arcades obsolete.
Before personal computers and game consoles, video arcades hosted cutting-edge software consumers couldn’t play anywhere else. As companies like Atari, Commodore, and Nintendo disrupted the status quo, publishers charged their developers with an impossible task: Cram the world’s most successful coin-op games into microchips with a fraction of the computing power of arcade hardware.From the first Pong machine through the dystopian raceways of San Francisco Rush 2049, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room takes readers on an unprecedented behind-the-scenes tour of the decline of arcades and the rise of the multibillion-dollar home…
The Guardian of the Palace is the first novel in a modern fantasy series set in a New York City where magic is real—but hidden, suppressed, and dangerous when exposed.
When an ancient magic begins to leak into the world, a small group of unlikely allies is forced to act…
Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.
Arguably, the very first strategy guide for the North American market. This compendium covered 90 titles for the N.E.S., including maps and mini-guides for 30 of the most popular games. As a twelve-year-old boy, this book was one of my prized possessions … and continues to be a source of fond memories and inspiration.
'A stunningly moving book about the power of hope and love to overcome the very worst of mankind' - Piers Morgan
When Holocaust survivor Lily Ebert was liberated in 1945, a Jewish-American soldier gave her a banknote on which he'd written 'Good luck and happiness'. And when her great-grandson, Dov, decided to use social media to track down the family of the GI, 96-year-old Lily found herself making headlines round the world. Lily had promised herself that if she survived Auschwitz she would tell everyone…
I’m lucky to have grown up as all these new genres and kinds of games were being invented and gaining in popularity: euro-boardgames, role-playing games, videogames, collectible card games, gamebooks, ALL the games. What a time to be alive since I’ve always been curious about, interested in, and passionate about them. Again, I was fortunate to learn about the nascent academic study of games just as I was entering my college years. So, I’ve been playing games and studying games for over a quarter century! But you can teach an old dog new tricks (and to play new games), and the books on this list have helped me do just that!
Thi Nguyen is one of those philosophers who says things that make you go “but, of course”. It’s obvious when he says it, but you’ve never really thought about it like this.
In this book, he dives into games and pokes around into how they are strange, weird, cool, exciting, and interesting. I loved his examples, and he changed the way I talk about games. For the better, of course.
Games are a unique art form. Games work in the medium of agency. Game designers tell us who to be and what to care about during the game. Game designers sculpt alternate agencies, and game players submerge themselves in those alternate agencies. Thus, the fact that we play games demonstrates the fluidity of our own agency. We can throw ourselves, for a little while, into a different and temporary motivations.
This volume presents a new theory of games which insists on their unique value. C. Thi Nguyen argues that games are an integral part our systems of communication and our…
I’m lucky to have grown up as all these new genres and kinds of games were being invented and gaining in popularity: euro-boardgames, role-playing games, videogames, collectible card games, gamebooks, ALL the games. What a time to be alive since I’ve always been curious about, interested in, and passionate about them. Again, I was fortunate to learn about the nascent academic study of games just as I was entering my college years. So, I’ve been playing games and studying games for over a quarter century! But you can teach an old dog new tricks (and to play new games), and the books on this list have helped me do just that!
Frank Lantz’s book opened my eyes to a different and deeper way of appreciating, loving, and talking about games.
All kinds of games, board games, card games, sports, and, yes, video games too. Oh, and best of all, Lantz does so without sounding like a fanboy or a pretentious ivory tower snob. He loves games, just as I do, but is so much more eloquent than I.
How games create beauty and meaning, and how we can use them to explore the aesthetics of thought.
Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think about literature, theater, or music-as a form that ranges from deep and profound to easy…
Aury and Scott travel to the Finger Lakes in New York’s wine country to get to the bottom of the mysterious happenings at the Songscape Winery. Disturbed furniture and curious noises are one thing, but when a customer winds up dead, it’s time to dig into the details and see…
I’m lucky to have grown up as all these new genres and kinds of games were being invented and gaining in popularity: euro-boardgames, role-playing games, videogames, collectible card games, gamebooks, ALL the games. What a time to be alive since I’ve always been curious about, interested in, and passionate about them. Again, I was fortunate to learn about the nascent academic study of games just as I was entering my college years. So, I’ve been playing games and studying games for over a quarter century! But you can teach an old dog new tricks (and to play new games), and the books on this list have helped me do just that!
James is clever and funny. His insider knowledge, almost gossip, and first-hand experience really shine here: if I could include a meme here, it would be “chef’s kiss”.
I loved reading his book and the magazine columns from which it came. I read everything twice! That’s how good it is.
I’m lucky to have grown up as all these new genres and kinds of games were being invented and gaining in popularity: euro-boardgames, role-playing games, videogames, collectible card games, gamebooks, ALL the games. What a time to be alive since I’ve always been curious about, interested in, and passionate about them. Again, I was fortunate to learn about the nascent academic study of games just as I was entering my college years. So, I’ve been playing games and studying games for over a quarter century! But you can teach an old dog new tricks (and to play new games), and the books on this list have helped me do just that!
In addition to games, I also like to read and learn about history.
Simon’s book combines both of my interests–it’s the story of a special game that probably no one has ever heard about and the role it played in World War II. And then, for a little bit of extra spice–the whole thing–game, gameplay, and more–was super secret. I loved learning about the game and the history behind it.
As heard on the New Yorker Radio Hour: The triumphant and "engaging history" (The New Yorker) of the young women who devised a winning strategy that defeated Nazi U-boats and delivered a decisive victory in the Battle of the Atlantic.
By 1941, Winston Churchill had come to believe that the outcome of World War II rested on the battle for the Atlantic. A grand strategy game was devised by Captain Gilbert Roberts and a group of ten Wrens (members of the Women's Royal Naval Service) assigned to his team in an attempt to reveal the tactics behind the vicious success…
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.
Magical realism meets the magic of Christmas in this mix of Jewish, New Testament, and Santa stories–all reenacted in an urban psychiatric hospital!
On locked ward 5C4, Josh, a patient with many similarities to Jesus, is hospitalized concurrently with Nick, a patient with many similarities to Santa. The two argue…
I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
If we want to heal the world, we first need a little love. Some might not associate games with emotions, care, and love, but they couldn’t be more wrong. I think about all the virtual creatures, critters, characters, and real friends that I have connected with through games. Love and Electronic Affection provides a fantastic overview of love and affection in games like Dragon Age, Life is Strange, and Bioshock.
Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences.