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Porn Pong

Porn   Pong Author Damon Brown
ISBN-10 9781932595369
Release 2008
Pages 158
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Explores, for the first time, how pornography and video games have influenced the world's sexual mores and technological compulsions on a massive scale. The first Atari systems and their phallic joysticks sold by the millions, reality TV skyrocketed at the same time The Sims took off and the surgically-endowed Pamela Anderson was outshone by only one other woman: Lara Croft. Porn & Pong examines how politics, hidden agendas and financial pressure affect the controversial art forms of gaming and pornography.



Playboy s Greatest Covers

Playboy s Greatest Covers Author Damon Brown
ISBN-10 1435153251
Release 2014
Pages 310
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"'I only read it for the articles.' Few modern punch lines are as iconic as this one. It's so widely recognized, the joke itself has become superfluous. Humor aside, the true allure of PLAYBOY are the magazine's underrated photos, specifically the spectacular cover images. Now Hugh Hefner has chosen hundreds of PLAYBOY's breathtaking, innovative covers for this lush retrospective. Images of the stunning women who enticed millions from the fifties through the new millennium are digitally reproduced in full-color. Acclaimed author and long-time PLAYBOY writer Damon Brown explores how the magazine's newsstand decisions indelibly impacted American culture, while ultimate Playmate Pamela Anderson provides an illuminating foreword. While these photos have sometimes been underrated, Playboy's Greatest Covers reveals that the pictures actually tell a fascinating story. Our story. "--



Stealing Cars

Stealing Cars Author John A. Heitmann
ISBN-10 9781421412986
Release 2014-04-03
Pages 232
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As early as 1910 Americans recognized that cars were easy to steal and, once stolen, hard to find, especially since cars looked much alike. Model styles and colors eventually changed, but so did the means of making a stolen car disappear. Though changing license plates and serial numbers remain basic procedure, thieves have created highly sophisticated networks to disassemble stolen vehicles, distribute the parts, and/or ship the altered cars out of the country. Stealing cars has become as technologically advanced as the cars themselves. John A. Heitmann and Rebecca H. Morales’s study of automobile theft and culture examines a wide range of related topics that includes motives and methods, technological deterrents, place and space, institutional responses, international borders, and cultural reflections. Only recently have scholars begun to move their focus away from the creators and manufacturers of the automobile to its users. Stealing Cars illustrates the power of this approach, as it aims at developing a better understanding of the place of the automobile in the broad texture of American life. There are many who are fascinated by aspects of automobile history, but many more readers enjoy the topic of crime—motives, methods, escaping capture, and of course solving the crime and bringing criminals to justice. Stealing Cars brings together expertise from the history of technology and cultural history as well as city planning and transborder studies to produce a compelling and detailed work that raises questions concerning American priorities and values. Drawing on sources that include interviews, government documents, patents, sociological and psychological studies, magazines, monographs, scholarly periodicals, film, fiction, and digital gaming, Heitmann and Morales tell a story that highlights both human creativity and some of the paradoxes of American life. -- Larry D. Lankton, Michigan Technological University



All Your Base Are Belong to Us

All Your Base Are Belong to Us Author Harold Goldberg
ISBN-10 9780307463562
Release 2011-04-05
Pages 352
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Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more! From the Trade Paperback edition.



Dirty Dirty Dirty

Dirty  Dirty  Dirty Author Mike Edison
ISBN-10 9781593762841
Release 2011-11-01
Pages 320
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Provides the history of infamous girly magazines including Playboy, Penthouse and Hustler and the lives, loves, follies and politics of the men behind the empires, including the longevity of Hugh Hefner and the riches-to-rags tale of Bob Guccione. Original.



The Tetris Effect

The Tetris Effect Author Dan Ackerman
ISBN-10 9781780749594
Release 2016-09-01
Pages 304
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21 February 1989. Three men fly into Moscow, representing software giants from Britain, America, and Japan. Each of them is determined to undercut the others in order to secure a technology so powerfully addictive it has brought the government department that created it to a standstill. In a country on the brink of seismic change, where spycraft is about to give way to cut-throat capitalism, Tetris has become the grand prize. Featuring corporate espionage, unmarked government organizations, courtroom drama and international conspiracies, the origin of the world’s most popular video game is a gripping, fast-paced thriller of the highest order. Not only this, but it is also the tale of a one-in-a-million software start-up – a unique example of an idea, a product, and an era coming together at exactly the right moment. Tetris was perfectly (if accidentally) crafted to hit primal triggers in our minds and in Ackerman’s hands its story is unputdownable.



Sex in the Museum

Sex in the Museum Author Sarah Forbes
ISBN-10 9781466838574
Release 2016-04-05
Pages 224
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Sarah Forbes was in graduate school when she stumbled upon a museum dedicated to . . . sex. The anthropology student hesitated when her boyfriend suggested she apply for a job, but apply she did, and it wasn’t long before a part-time position at New York’s MUSEUM OF SEX lead to a gig as the museum's curator. That was over twelve years ago. Now Sarah—a married mother of two—proudly sports her title as Curator of Sex. In SEX IN THE MUSEUM, Sarah invites readers to travel from suburban garages where men and women build sex machines, to factories that make sex toys, to labyrinthine archives of erotica collectors. Escorting us in to the hidden world of sex, illuminating the never-talked-about communities and eccentricities of our sexual subcultures, and telling her own personal story of a decade at The Museum of Sex, Sarah asks readers to grapple with the same questions she did: when it comes to sex, what is good, bad, deviant, normal? Do such terms even apply? If everyone has sexual secrets, is it possible to really know another person and be known by them? And importantly, in our hyper-sexualized world, is it still possible to fall in love?



Real Frank Zappa Book

Real Frank Zappa Book Author Frank Zappa
ISBN-10 9780671705725
Release 1990-05-15
Pages 352
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Recounts the life and career of the inventive and controversial rock musician, and includes information on his philosophies on art, his opinions on the music industry, and his thoughts on raising children.



Battlefields of Negotiation

Battlefields of Negotiation Author Rene Glas
ISBN-10 9789089645005
Release 2013-01-03
Pages 220
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The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.



The Complete Idiot s Guide to Memes

The Complete Idiot s Guide to Memes Author Damon Brown
ISBN-10 9781101444047
Release 2010-10-05
Pages 336
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The ways of memes. Memes are "viruses of the mind" - symbols, ideas, or practices that are transmitted through speech, gestures, and rituals. Understanding how symbols like the peace sign or ad slogans like "Where's the beef?" or viral videos become part of our common culture has become a primary focus of sales and marketing companies across the globe. The Complete Idiot's Guide® to Memes explains how memes work, how they spread, and what memes tell us about how we make sense of our world. ?First book to cover all types of memes, including viral memes in the digital age ?Features the Most Influential Memes in History and the Ten Biggest Internet Memes



Stealing Cars

Stealing Cars Author John A. Heitmann
ISBN-10 9781421412986
Release 2014-04-03
Pages 232
Download Link Click Here

As early as 1910 Americans recognized that cars were easy to steal and, once stolen, hard to find, especially since cars looked much alike. Model styles and colors eventually changed, but so did the means of making a stolen car disappear. Though changing license plates and serial numbers remain basic procedure, thieves have created highly sophisticated networks to disassemble stolen vehicles, distribute the parts, and/or ship the altered cars out of the country. Stealing cars has become as technologically advanced as the cars themselves. John A. Heitmann and Rebecca H. Morales’s study of automobile theft and culture examines a wide range of related topics that includes motives and methods, technological deterrents, place and space, institutional responses, international borders, and cultural reflections. Only recently have scholars begun to move their focus away from the creators and manufacturers of the automobile to its users. Stealing Cars illustrates the power of this approach, as it aims at developing a better understanding of the place of the automobile in the broad texture of American life. There are many who are fascinated by aspects of automobile history, but many more readers enjoy the topic of crime—motives, methods, escaping capture, and of course solving the crime and bringing criminals to justice. Stealing Cars brings together expertise from the history of technology and cultural history as well as city planning and transborder studies to produce a compelling and detailed work that raises questions concerning American priorities and values. Drawing on sources that include interviews, government documents, patents, sociological and psychological studies, magazines, monographs, scholarly periodicals, film, fiction, and digital gaming, Heitmann and Morales tell a story that highlights both human creativity and some of the paradoxes of American life. -- Larry D. Lankton, Michigan Technological University



The Erotic Engine How Pornography Has Powered Mass Communication from Gutenberg to Google

The Erotic Engine  How Pornography Has Powered Mass Communication from Gutenberg to Google Author Patchen Barss
ISBN-10 9780385667371
Release 2011
Pages 310
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Pornography: The force for change that has been written out of the history of world culture. From cave painting to photography to the internet, pornography has always been at the cutting edge in adopting and exploiting new developments in mass communication. And in so doing, it has helped to promote and propel those developments in ways that are rarely acknowledged. Without pornography, the internet would not have grown so quickly. The e-commerce payment systems that are now commonplace would be at a far more primitive stage security and usability. Without video streaming software developed for pornography sites, CNN would be struggling to deliver news clips. Without advertising from sex sites, Google could not have afforded YouTube. This smart, witty and well-researched history shows how a vast secret trade has bankrolled and shaped mainstream culture and its machines. From the Hardcover edition.



The Complete Idiot s Guide to Memes

The Complete Idiot s Guide to Memes Author Damon Brown
ISBN-10 9781101444047
Release 2010-10-05
Pages 336
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The ways of memes. Memes are "viruses of the mind" - symbols, ideas, or practices that are transmitted through speech, gestures, and rituals. Understanding how symbols like the peace sign or ad slogans like "Where's the beef?" or viral videos become part of our common culture has become a primary focus of sales and marketing companies across the globe. The Complete Idiot's Guide® to Memes explains how memes work, how they spread, and what memes tell us about how we make sense of our world. ?First book to cover all types of memes, including viral memes in the digital age ?Features the Most Influential Memes in History and the Ten Biggest Internet Memes



The Bite sized Entrepreneur

The Bite sized Entrepreneur Author Damon Brown
ISBN-10 1537071130
Release 2016-08-02
Pages 150
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The belief that entrepreneurs have to sacrifice everything to succeed is a myth. In The Bite-Sized Entrepreneur, Inc. columnist Damon Brown gives immediately actionable strategies to help you integrate a smart side hustle into the life you currently have. Known for co-founding and selling the popular startup Cuddlr while taking care of his baby, Brown shares smart first-hand lessons as well as wisdom from Steven Pressfield (The War of Art), Brene Brown (Rising Strong), and other business leaders. The Art of Risk author Kayt Sukel says Brown "lays waste to both the misconceptions and pesky little lies we tell ourselves about why we can't make our side hustles a reality.



The Name of this Book Is Secret

The Name of this Book Is Secret Author Pseudonymous Bosch
ISBN-10 0316039926
Release 2008-09-01
Pages 384
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Warning: this description has not been authorized by Pseudonymous Bosch. As much as he'd love to sing the praises of his book (he is very vain), he wouldn't want you to hear about his brave 11-year old heroes, Cass and Max-Ernest. Or about how a mysterious box of vials, the Symphony of Smells, sends them on the trail of a magician who has vanished under strange (and stinky) circumstances. And he certainly wouldn't want you to know about the hair-raising adventures that follow and the nefarious villains they face. You see, not only is the name of this book secret, the story inside is, too. For it concerns a secret. A Big Secret.



Encyclopedia of Play in Today s Society

Encyclopedia of Play in Today s Society Author Rodney P. Carlisle
ISBN-10 9781452266107
Release 2009-04-02
Pages 1032
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CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today's Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children's Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.



Unfiltered

Unfiltered Author Jon M. Gibson
ISBN-10 UCSD:31822035421684
Release 2008
Pages 264
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Documents the career and achievements of the animation pioneer of such films and shows as Fritz the Cat, The New Adventures of Mighty Mouse, and The Lord of the Rings, in a volume that features pre-production art, animation cells, and previously unseen rough sketches. 35,000 first printing.