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Easy to Learn, Difficult to Master

Easy to Learn, Difficult to Master
Author: David Kushner
Publisher: Hachette UK
Total Pages: 106
Release: 2022-09-13
Genre: Comics & Graphic Novels
ISBN: 1568588755

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The gripping origin story of Pong, Atari, and the digital icons who defined the world of video games. A deep, nostalgic dive into the advent of gaming, Easy to Learn, Difficult to Master returns us to the emerging culture of Silicon Valley. At the center of this graphic history, dynamically drawn in colors inspired by old computer screens, is the epic feud that raged between Atari founder Nolan Bushnell and inventor Ralph Baer for the title of “father of the video game.” While Baer, a Jewish immigrant whose family fled Germany for America, developed the first TV video-game console and ping-pong game in the 1960s, Bushnell, a self-taught whiz kid from Utah, put out Atari’s pioneering table-tennis arcade game, Pong, in 1972. Thus, a prolonged battle began over who truly spearheaded the multibillion-dollar gaming industry, and around it a sweeping narrative about invention, inspiration, and the seeds of digital revolution.


Easy to Learn, Difficult to Master

Easy to Learn, Difficult to Master
Author: David Kushner
Publisher: Bold Type Books
Total Pages: 106
Release: 2022-09-13
Genre: Comics & Graphic Novels
ISBN: 1568588755

Download Easy to Learn, Difficult to Master Book in PDF, ePub and Kindle

The gripping origin story of Pong, Atari, and the digital icons who defined the world of video games. A deep, nostalgic dive into the advent of gaming, Easy to Learn, Difficult to Master returns us to the emerging culture of Silicon Valley. At the center of this graphic history, dynamically drawn in colors inspired by old computer screens, is the epic feud that raged between Atari founder Nolan Bushnell and inventor Ralph Baer for the title of “father of the video game.” While Baer, a Jewish immigrant whose family fled Germany for America, developed the first TV video-game console and ping-pong game in the 1960s, Bushnell, a self-taught whiz kid from Utah, put out Atari’s pioneering table-tennis arcade game, Pong, in 1972. Thus, a prolonged battle began over who truly spearheaded the multibillion-dollar gaming industry, and around it a sweeping narrative about invention, inspiration, and the seeds of digital revolution.


Ultralearning

Ultralearning
Author: Scott Young
Publisher: HarperCollins
Total Pages: 304
Release: 2019-08-06
Genre: Business & Economics
ISBN: 0062852744

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Now a Wall Street Journal bestseller. Learn a new talent, stay relevant, reinvent yourself, and adapt to whatever the workplace throws your way. Ultralearning offers nine principles to master hard skills quickly. This is the essential guide to future-proof your career and maximize your competitive advantage through self-education. In these tumultuous times of economic and technological change, staying ahead depends on continual self-education—a lifelong mastery of fresh ideas, subjects, and skills. If you want to accomplish more and stand apart from everyone else, you need to become an ultralearner. The challenge of learning new skills is that you think you already know how best to learn, as you did as a student, so you rerun old routines and old ways of solving problems. To counter that, Ultralearning offers powerful strategies to break you out of those mental ruts and introduces new training methods to help you push through to higher levels of retention. Scott H. Young incorporates the latest research about the most effective learning methods and the stories of other ultralearners like himself—among them Benjamin Franklin, chess grandmaster Judit Polgár, and Nobel laureate physicist Richard Feynman, as well as a host of others, such as little-known modern polymath Nigel Richards, who won the French World Scrabble Championship—without knowing French. Young documents the methods he and others have used to acquire knowledge and shows that, far from being an obscure skill limited to aggressive autodidacts, ultralearning is a powerful tool anyone can use to improve their career, studies, and life. Ultralearning explores this fascinating subculture, shares a proven framework for a successful ultralearning project, and offers insights into how you can organize and exe - cute a plan to learn anything deeply and quickly, without teachers or budget-busting tuition costs. Whether the goal is to be fluent in a language (or ten languages), earn the equivalent of a college degree in a fraction of the time, or master multiple tools to build a product or business from the ground up, the principles in Ultralearning will guide you to success.


Learning How to Learn

Learning How to Learn
Author: Barbara Oakley, PhD
Publisher: Penguin
Total Pages: 256
Release: 2018-08-07
Genre: Juvenile Nonfiction
ISBN: 052550446X

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A surprisingly simple way for students to master any subject--based on one of the world's most popular online courses and the bestselling book A Mind for Numbers A Mind for Numbers and its wildly popular online companion course "Learning How to Learn" have empowered more than two million learners of all ages from around the world to master subjects that they once struggled with. Fans often wish they'd discovered these learning strategies earlier and ask how they can help their kids master these skills as well. Now in this new book for kids and teens, the authors reveal how to make the most of time spent studying. We all have the tools to learn what might not seem to come naturally to us at first--the secret is to understand how the brain works so we can unlock its power. This book explains: • Why sometimes letting your mind wander is an important part of the learning process • How to avoid "rut think" in order to think outside the box • Why having a poor memory can be a good thing • The value of metaphors in developing understanding • A simple, yet powerful, way to stop procrastinating Filled with illustrations, application questions, and exercises, this book makes learning easy and fun.


A for Anonymous

A for Anonymous
Author: David Kushner
Publisher: Bold Type Books
Total Pages: 219
Release: 2020-03-31
Genre: Comics & Graphic Novels
ISBN: 1568588771

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The illustrated, inside story of the legendary hacktivist group's origins and most daring exploits. A for Anonymous shows how a leaderless band of volunteers successfully used hacktivism to fight for the underdog, embarrass their rich and powerful targets--from Sony and Paypal to the Church of Scientology and Ferguson Police Department--all in the name of freedom of speech and information. Their exploits blurred the distinction between "online" and "reality," and help shape our contemporary world.


Designing Games

Designing Games
Author: Tynan Sylvester
Publisher: "O'Reilly Media, Inc."
Total Pages: 416
Release: 2013-01-03
Genre: Computers
ISBN: 144933802X

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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design


Play Anything

Play Anything
Author: Ian Bogost
Publisher: Basic Books
Total Pages: 290
Release: 2016-09-13
Genre: Science
ISBN: 0465096506

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How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.


Experience Machines

Experience Machines
Author: Mark Silcox
Publisher: Rowman & Littlefield
Total Pages: 244
Release: 2017-07-17
Genre: Philosophy
ISBN: 1786600692

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In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. Nozick’s argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick’s argument, and use it as a jumping–off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.


A Dictionary of American Proverbs

A Dictionary of American Proverbs
Author: Wolfgang Mieder
Publisher: New York : Oxford University Press
Total Pages: 1348
Release: 1992
Genre: Reference
ISBN: 0195053990

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Americans have a gift for coining proverbs. "A picture is worth a thousand words" was not, as you might imagine, the product of ancient Chinese wisdom -- it was actually minted by advertising executive Fred Barnard in a 1921 advertisement for Printer's Ink magazine. After all, Americans are first and foremost a practical people and proverbs can be loosely defined as pithy statements that are generally accepted as true and useful. The next logical step would be to gather all of this wisdom together for a truly American celebration of shrewd advice.A Dictionary of American Proverbs is the first major collection of proverbs in the English language based on oral sources rather than written ones. Listed alphabetically according to their most significant key word, it features over 15,000 entries including uniquely American proverbs that have never before been recorded, as well as thousands of traditional proverbs that have found their way into American speech from classical, biblical, British, continental European, and American literature. Based on the fieldwork conducted over thirty years by the American Dialect Society, this volume is complete with historical references to the earliest written sources, and supplies variants and recorded geographical distribution after each proverb.Many surprised await the reader in this vast treasure trove of wit and wisdom. Collected here are nuggets of popular wisdom on all aspects of American life: weather, agriculture, travel, money, business, food, neighbors, friends, manners, government, politics, law, health, education, religion, music, song, and dance. And, to further enhance browsing pleasure, the editors have provided a detailed guide to the use of the work. While it's true that many of our best known proverbs have been supplied by the ever-present "Anonymous," many more can be attributed to some very famous Americans, like Ernest Hemingway, Abraham Lincoln, Benjamin Franklin, Mark Twain, J. Pierpont Morgan, Thomas Alva Edison, Abigail Adams, and Ralph Waldo Emerson, to name but a few offered in this fascinating collection.Who wouldn't want to know the origin of "the opera ain't over till the fat lady sings?" This uniquely American proverb and many more are gathered together in A Dictionary of American Proverbs. A great resource for students and scholars of literature, psychology, folklore, linguistics, anthropology, and cultural history, this endlessly intriguing volume is also a delightful companion for anyone with an interest in American culture.