Computer Games
Art of Atari
Art of Atari
Hardcover      ISBN: 1524101036

Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced
"For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE
Robert V. Conte wrote the Afterword

Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken
Why Games Make Us Better and How They Can Change the World
Paperback      ISBN: 0143120611
A visionary game designer reveals how we can harness the power of games to boost global happiness.

With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.


Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Explore/Create: My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark
Explore/Create
My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark
Paperback      ISBN: 0062286668

An inventor, adventurer, entrepreneur, collector, and entertainer, and son of legendary scientist-astronaut Owen Garriott, Richard Garriott de Cayeux has been behind some of the most exciting undertakings of our time. A legendary pioneer of the online gaming industry--and a member of every gaming Hall of Fame--Garriott invented the multi-player online game, and coined the term "Avatar" to describe an individual's online character.

A lifelong adventurer and member of the Explorers Club, Garriott has used the fortune he amassed from the gaming business to embark on a number of thrilling expeditions. He has plumbed the depths of the Atlantic ocean to see the remains of the Titanic, hunted for meteorites in Antarctica, and in 2008 became one of the first private citizens to be launched into space. Richard has been one of the foremost pioneers of the private space industry, investing his time and energy into making space travel more accessible.

In this fascinating memoir, Garriott invites readers on the great adventure that is his life. Yet his is no ordinary autobiography; throughout, Garriott engages readers with interactive activities and challenges them with "secret codes" for his games. An audacious genius with an insatiable curiosity and an irrepressible playfulness, Garriott takes readers on an unforgettable intellectual experience that is enlightening, adventurous, and fun.

Totally Unauthorized Guide to the 7th Guest and the 11th Hour
Totally Unauthorized Guide to the 7th Guest and the 11th Hour
Paperback      ISBN: 1566861926

This strategy guide contains hints and clues to help readers discover the twisted puzzles of the Stauf Mansion, solve the mystery, and rescue the heroine. The book includes game graphics, character profiles and the game background.

Call of Duty: Modern Warfare 2: Signature Series Guide
Call of Duty: Modern Warfare 2
Signature Series Guide
Paperback      ISBN: 0744011647

Features a step-by-step walkthrough of each single-player mission in the game of Call of Duty: Modern Warfare 2. This title helps to find detailed maps which call out intel locations, alternate routes, and flanking manoeuvres.

Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
Fantasy Freaks and Gaming Geeks
An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
Hardcover      ISBN: 1599214806

Fantasy. Science fiction. Role-playing games. People around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect "Lord of the Rings "action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds--from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them--old, young, male, female, able-bodied, and disabled--into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien's hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors--12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.

Gears of War: Judgment: Kilo Squad: The Survivor's Log
Gears of War: Judgment: Kilo Squad
The Survivor's Log
Hardcover      ISBN: 1608873048

Written as a collection of notes in Damon Baird's journal, The Survivor's Log expands on declassified testimony and other facets of the game and serves as an in-universe artifact within the timeline of the series. This firsthand account chronicles the soldier's experience in a riveting and beautifully illustrated oral history -- the events he witnessed and the deterioration of COG society, his decision to take his unit rogue, and stories from the other members of his cohort. Divided into sections on COG society, Kilo Squad, and E-Day, the book underscores the perseverance of Baird and Kilo Squad and highlights key details on Locust forces. The Survivor's Log is a genuine treat for fans of the game that USA Today heralded as "an intense prequel," as well as "an exhilarating expansion and another worthwhile reason to rev up the chainsaws.

Penny Arcade 2: Epic Legends of the Magic Sword Kings
Penny Arcade 2
Epic Legends of the Magic Sword Kings
Paperback      ISBN: 1593075413

Verily, the heroes of Penny Arcade return in the second volume of valiant chivalric deeds of brave heroism, heroic gallantry and gallant bravery Forsooth Sir Gabe and Sir Tycho return in Epic Legends of the Magic Sword Kings
Collecting all the Penny Arcade strips posted online from 2001 and 2002, Volume 2 includes creator commentary, a sketchbook section and an introduction from somebody sort of famous If you haven't heard of Penny Arcade, the most poplular online comic ever, it might not be too late to salvage whatever reputation you have and get in on the fun all the cool people have been having. We won't tell anyone.

Penny Arcade 4: Birds Are Weird
Penny Arcade 4
Birds Are Weird
Paperback      ISBN: 1593077734

OHMYGODDIDYOUSEETHAT? ?
So, anyway, I'm sure you stopped by to find out what kinds of Penny Arcade goodness we will be lavishing upon you with this latest collection. Oh, and you came for the cinnamon almond biscotti, of course. But mostly you came because you can't get enough of the smash-hit web-comic Penny Arcade. Well, my friend, do we have the goods for you All the Penny Arcade web-comics published online in 2003, a smorgasbord of commentary courtesy of Gabe and Tycho, and more bonus material than you can shake a pigeon at Huh? Oh, sorry, did I say "pigeon?" I meant to say "stick." Sorry, but that bird is still really creeping me out. You can tell it's totally planning something. Can't you see it watching us, with its eyes ? Man, birds are weird...

Penny Arcade 5: The Case of the Mummy's Gold
Penny Arcade 5
The Case of the Mummy's Gold
Paperback      ISBN: 1593078145

'Penny Arcade', the comic strip for gamers, by gamers, takes shots at everything from Star Wars to Steve Jobs. This volume collects all the strips posted online in 2004. The book also includes bonus material, such as creator commentary.