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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



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



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?



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.



Philosophy Through Video Games

Philosophy Through Video Games Author Jon Cogburn
ISBN-10 9781135859688
Release 2009-09-10
Pages 216
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How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles



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.



Critical Play

Critical Play Author Mary Flanagan
ISBN-10 9780262258197
Release 2009-08-07
Pages 368
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For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games -- games that challenge the accepted norms embedded within the gaming industry -- and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of "playing house" include Dadaist puppet shows and The Sims. She looks at artists' alternative computer-based games and explores games for change, considering the way activist concerns -- including worldwide poverty and AIDS -- can be incorporated into game design.Arguing that this kind of conscious practice -- which now constitutes the avant-garde of the computer game medium -- can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.



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 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
Download Link Click Here

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.



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.



Designing Games for Ethics Models Techniques and Frameworks

Designing Games for Ethics  Models  Techniques and Frameworks Author Schrier, Karen
ISBN-10 9781609601225
Release 2010-12-31
Pages 406
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"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.



Sex in Video Games

Sex in Video Games Author Brenda Brathwaite
ISBN-10 1491079266
Release 2013-07
Pages 398
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"Originally published in hardcover by Charles River Media."



Digital Storytelling

Digital Storytelling Author Carolyn Handler Miller
ISBN-10 9781135044459
Release 2014-06-27
Pages 548
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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.