When the Game Is Over, It All Goes Back in the Box
Title | When the Game Is Over, It All Goes Back in the Box PDF eBook |
Author | John Ortberg |
Publisher | Zondervan |
Pages | 258 |
Release | 2009-12-21 |
Genre | Religion |
ISBN | 0310325056 |
Helps readers to understand what matters most in life--their relationships with God and people--by using personal stories, humor, and metaphors about popular games, which show Christians how to focus on winning "the right trophies" in life.
Poke the Box
Title | Poke the Box PDF eBook |
Author | Seth Godin |
Publisher | Penguin |
Pages | 98 |
Release | 2015-09-15 |
Genre | Business & Economics |
ISBN | 1591848253 |
"A one-two punch! Half kick in the ass, half cheerleading encouragement." —Steven Pressfield, author of The War of Art If you are happy being just a dreamer, perhaps you don’t need this book. If you’re enjoying the status quo, don’t even consider reading this book. If you are content waiting for success to find you, please put this book down and go find something else to read. Why has Poke the Box become a cult classic? Because it’s a book that dares readers to do something they’re afraid of. It could be what you need, too. "Is Seth Godin the Pied Piper for however many of us have been afraid to fail? Will I answer his call? Will you?" —Peter Shermeta, reviewing the original edition of Poke the Box
Seven Games: A Human History
Title | Seven Games: A Human History PDF eBook |
Author | Oliver Roeder |
Publisher | W. W. Norton & Company |
Pages | 326 |
Release | 2022-01-25 |
Genre | History |
ISBN | 1324003782 |
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Masters of Doom
Title | Masters of Doom PDF eBook |
Author | David Kushner |
Publisher | Random House |
Pages | 394 |
Release | 2003-04-24 |
Genre | Biography & Autobiography |
ISBN | 1588362892 |
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 inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
The Great Mental Models, Volume 1
Title | The Great Mental Models, Volume 1 PDF eBook |
Author | Shane Parrish |
Publisher | Penguin |
Pages | 209 |
Release | 2024-10-15 |
Genre | Business & Economics |
ISBN | 0593719972 |
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
If I Stay
Title | If I Stay PDF eBook |
Author | Gayle Forman |
Publisher | Penguin |
Pages | 320 |
Release | 2009-04-02 |
Genre | Young Adult Fiction |
ISBN | 1101046341 |
The critically acclaimed, bestselling novel from Gayle Forman, author of Where She Went, Just One Day, and Just One Year. Soon to be a major motion picture, starring Chloe Moretz! In the blink of an eye everything changes. Seventeen year-old Mia has no memory of the accident; she can only recall what happened afterwards, watching her own damaged body being taken from the wreck. Little by little she struggles to put together the pieces- to figure out what she has lost, what she has left, and the very difficult choice she must make. Heartwrenchingly beautiful, this will change the way you look at life, love, and family. Now a major motion picture starring Chloe Grace Moretz, Mia's story will stay with you for a long, long time.
Sometimes I Lie
Title | Sometimes I Lie PDF eBook |
Author | Alice Feeney |
Publisher | Flatiron Books |
Pages | 288 |
Release | 2018-03-13 |
Genre | Fiction |
ISBN | 1250144833 |
My name is Amber Reynolds. There are three things you should know about me: 1. I’m in a coma. 2. My husband doesn’t love me anymore. 3. Sometimes I lie. Amber wakes up in a hospital. She can’t move. She can’t speak. She can’t open her eyes. She can hear everyone around her, but they have no idea. Amber doesn’t remember what happened, but she has a suspicion her husband had something to do with it. Alternating between her paralyzed present, the week before her accident, and a series of childhood diaries from twenty years ago, this brilliant psychological thriller asks: Is something really a lie if you believe it's the truth?