We game to experiment and to learn. We play to create new worlds so we can change this one. Gaming pushes us to imagine what we can become. In Push Play: Gaming for a Better World, Dr. Songyee Yoon describes how gaming can help us craft a better world together.
Yoon is president and Chief Strategy Officer of NCSOFT, a global video game company based in South Korea. Yoon’s work lies at the intersection of expertise and equity in emerging technologies. As a leader in the industry, Dr. Yoon shares her experience as a woman in STEM and her quest for a mo... Read More
Play is in our DNA.
We game to experiment and to learn. We play to create new worlds so we can change this one. Gaming pushes us to imagine what we can become. In Push Play: Gaming for a Better World, Dr. Songyee Yoon describes how gaming can help us craft a better world together.
Yoon is president and Chief Strategy Officer of NCSOFT, a global video game company based in South Korea. Yoon’s work lies at the intersection of expertise and equity in emerging technologies. As a leader in the industry, Dr. Yoon shares her experience as a woman in STEM and her quest for a mo... Read More
Grab the controller! Save the World! One of the gaming industry’s leading women describes how gaming can be a force for global good.
Play is in our DNA, but gaming has always had a bad rap. Since the first humans carved a game board into the dirt, we’ve been told that playing around isn’t a useful way to spend our time. But gaming is as natural as we are. We game to experiment with ideas and to learn. We play to create new worlds so we can change this one. Gaming pushes us to imagine what more we can become. In Push Play: Gaming for a Better World, Dr. Songyee Yoon, Chief Strategy Officer at NCSOFT, lays out how gaming can help us craft a better world together.
While gaming has global implications, it has largely been created by, marketed to and associated with men. The gaming industry’s perception as a “boys club” has kept many talented women from pursuing their passions in STEM. As a leader and expert in the video game industry, Dr. Yoon shares her own experience in this male dominated field and her quest for a more diverse and equitable tech community. From encouraging more female lead characters in games to creating more supportive environments for working mothers, Dr. Yoon works to break down barriers for those who have been shut out of opportunities in STEM. After all, the game only gets better with more players.
Through stories from her career in the gaming industry and her deep passion for tech, she outlines how innovations in gaming push industries forward and create a more equitable world for everyone.
Learn how gaming inspires Artificial Intelligence to consider everyone’s perspective.
Master tips and tricks from gaming that can be used to lead diverse and thriving business teams.
Explore the digital worlds of Massively Multiplayer Online Games and understand why we need digital communities where all humans can participate.
So, get those thumbs flexing with Push Play to unlock your power to play.
Details
Price: $24.99
Pages: 128
Carton Quantity: 30
Publisher: Advantage Media Group, Inc.
Imprint: Forbes Books
Publication Date: 26th March 2024
Trim Size: 6 x 9 in
ISBN: 9798887500829
Format: Hardcover
BISACs: COMPUTERS / Intelligence (AI) & Semantics BIOGRAPHY & AUTOBIOGRAPHY / Women BIOGRAPHY & AUTOBIOGRAPHY / Science & Technology BIOGRAPHY & AUTOBIOGRAPHY / Cultural, Ethnic & Regional / Asian & Asian American BUSINESS & ECONOMICS / Industries / Computers & Information Technology GAMES / Video & Electronic
Author Bio
SONGYEE YOON is president and chief strategy officer of NCSOFT, a global video game developer and publisher based in South Korea. Yoon graduated from the Korea Advanced Institute of Science and Technology and holds a Ph.D. from MIT.
Yoon is a trustee of Carnegie Endowment for International Peach and previously partnered with the Center for Asia Pacific Policy and the Center to Advance Racial Equity Policy at RAND to explore equitable uses of technology. She was instrumental in founding the NCSOFT AI Center and Natural Language Processing Center created to further the company's use of AI and machine learning technology. She has been named one of the 50 Women to Watch in Business by the Wall Street Journal. She resides in the Bay Area.
Table of Contents
Acknowledgments Introduction: Why Video Games? 1. Our Playful Instincts 2. Gaming Changes Us 3. Playing For Discovery 4. All Work, All Play 5. A Tale Of Two Industries—Gaming And Hollywood 6. The Rules Of The Game 7. Cooperative Play 8. Artificial Intelligence And Non-Playable Characters 9. Gaming’s Lens Into The Future
Grab the controller! Save the World! One of the gaming industry’s leading women describes how gaming can be a force for global good.
Play is in our DNA, but gaming has always had a bad rap. Since the first humans carved a game board into the dirt, we’ve been told that playing around isn’t a useful way to spend our time. But gaming is as natural as we are. We game to experiment with ideas and to learn. We play to create new worlds so we can change this one. Gaming pushes us to imagine what more we can become. In Push Play: Gaming for a Better World, Dr. Songyee Yoon, Chief Strategy Officer at NCSOFT, lays out how gaming can help us craft a better world together.
While gaming has global implications, it has largely been created by, marketed to and associated with men. The gaming industry’s perception as a “boys club” has kept many talented women from pursuing their passions in STEM. As a leader and expert in the video game industry, Dr. Yoon shares her own experience in this male dominated field and her quest for a more diverse and equitable tech community. From encouraging more female lead characters in games to creating more supportive environments for working mothers, Dr. Yoon works to break down barriers for those who have been shut out of opportunities in STEM. After all, the game only gets better with more players.
Through stories from her career in the gaming industry and her deep passion for tech, she outlines how innovations in gaming push industries forward and create a more equitable world for everyone.
Learn how gaming inspires Artificial Intelligence to consider everyone’s perspective.
Master tips and tricks from gaming that can be used to lead diverse and thriving business teams.
Explore the digital worlds of Massively Multiplayer Online Games and understand why we need digital communities where all humans can participate.
So, get those thumbs flexing with Push Play to unlock your power to play.
Price: $24.99
Pages: 128
Carton Quantity: 30
Publisher: Advantage Media Group, Inc.
Imprint: Forbes Books
Publication Date: 26th March 2024
Trim Size: 6 x 9 in
ISBN: 9798887500829
Format: Hardcover
BISACs: COMPUTERS / Intelligence (AI) & Semantics BIOGRAPHY & AUTOBIOGRAPHY / Women BIOGRAPHY & AUTOBIOGRAPHY / Science & Technology BIOGRAPHY & AUTOBIOGRAPHY / Cultural, Ethnic & Regional / Asian & Asian American BUSINESS & ECONOMICS / Industries / Computers & Information Technology GAMES / Video & Electronic
SONGYEE YOON is president and chief strategy officer of NCSOFT, a global video game developer and publisher based in South Korea. Yoon graduated from the Korea Advanced Institute of Science and Technology and holds a Ph.D. from MIT.
Yoon is a trustee of Carnegie Endowment for International Peach and previously partnered with the Center for Asia Pacific Policy and the Center to Advance Racial Equity Policy at RAND to explore equitable uses of technology. She was instrumental in founding the NCSOFT AI Center and Natural Language Processing Center created to further the company's use of AI and machine learning technology. She has been named one of the 50 Women to Watch in Business by the Wall Street Journal. She resides in the Bay Area.
Acknowledgments Introduction: Why Video Games? 1. Our Playful Instincts 2. Gaming Changes Us 3. Playing For Discovery 4. All Work, All Play 5. A Tale Of Two Industries—Gaming And Hollywood 6. The Rules Of The Game 7. Cooperative Play 8. Artificial Intelligence And Non-Playable Characters 9. Gaming’s Lens Into The Future
The story of white masculinity in geek culture through a history of hobby gaming
Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men.
Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.
Davis Warren
Creating Q*bert and Other Classic Video Arcade Games
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Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X.
In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere.
Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others.
The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics.
On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code.
Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’ memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
Dominique Navarro
Ancient Egypt
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Embark on a colorful journey to reveal a hidden Egypt! Explore Egyptian gods, animals, hieroglyphs, designs, and more as you color the elaborate artwork, revealing vibrant details while learning unusual Egyptology facts and coloring tips along the way.
Learn about ancient Egypt color theory, including the history of primary colors in the Egyptian palette, their meaning and symbolism, to inspire your own artistic coloring choices. Use your imagination to color, or follow the suggestions accompanying each art panel, including techniques for adding texture, shading, and depth to your artwork.
Ancient Egypt is filled with beautifully detailed, inspiring artwork and designs to color, frame, and display in your home. Transform and personalize the black-and-white line drawings into your own unique and colorful art. Appealing to all ages, ideal for adults to unwind and relax, and fun to share with the whole family.
Dominique Navarro
Tutankhamun
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Embark on a colorful journey to reveal the hidden treasures of the famous ancient Egyptian pharaoh, Tutankhamun! Explore the extraordinary decorations of his elaborate tomb, spectacular funerary mask, ornate throne, dazzling jewelry, and more as you color the intricate artwork, revealing insights into the young king’s life.
Make Tutankhamun your own! Embellish and add your personal touch to the black-and-white line drawings to transform them into a unique colorful artwork, to frame and display in your home. Use your imagination to color, or follow the coloring tips and suggestions accompanying each art panel, including techniques for adding texture, shading, and depth. Appealing to all ages, ideal for adults to unwind and relax, and fun to share with the whole family.
Edward Powys Mathers
Cain's Jawbone
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Over half a million copies sold
Six murders. One hundred pages. Millions of possible combinations… but only one is correct. Can you solve Torquemada’s murder mystery?
In 1934, the Observer’s cryptic crossword compiler, Edward Powys Mathers (aka Torquemada), released a novel that was simultaneously a murder mystery and the most fiendishly difficult literary puzzle ever written.
The pages have been printed in an entirely haphazard order, but it is possible – through logic and intelligent reading – to sort the pages into the only correct order, revealing six murder victims and their respective murderers.
Only three puzzlers have ever solved the mystery of Cain’s Jawbone: do you have what it takes to join their ranks?
Please note: this puzzle is extremely difficult and not for the faint-hearted.
Jon Stone
Dual Wield
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In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.