Long Players

Long Players
Author: Tom Gatti
Publisher: Bloomsbury Publishing
Total Pages: 224
Release: 2021-06-10
Genre: Music
ISBN: 1526644592

In Long Players, fifty of our finest authors write about the albums that changed their lives, from Deborah Levy on Bowie to Daisy Johnson on Lizzo, Ben Okri on Miles Davis to David Mitchell on Joni Mitchell, Sarah Perry on Rachmaninov to Bernardine Evaristo on Sweet Honey in the Rock. Part meditation on the album form and part candid self-portrait, each of these miniature essays reveals music's power to transport the listener to a particular time and place. REM's Automatic for the People sends Olivia Laing back to first love and heartbreak, Bjork's Post resolves a crisis of faith and sexuality for a young Marlon James, while Fragile by Yes instils in George Saunders the confidence to take his own creative path. This collection is an intoxicating mix of memoir and music writing, spanning the golden age of vinyl and the streaming era, and showing how a single LP can shape a writer's mind. Featuring writing from Ali Smith, Marlon James, Deborah Levy, George Saunders, Bernardine Evaristo, Ian Rankin, Tracey Thorn, Ben Okri, Sarah Perry, Neil Tennant, Rachel Kushner, Clive James, Eimear McBride, Neil Gaiman, Daisy Johnson, David Mitchell, Esi Edugyan, Patricia Lockwood, among many others.

Long Players

Long Players
Author: Peter Coviello
Publisher: Penguin
Total Pages: 245
Release: 2018-06-05
Genre: Biography & Autobiography
ISBN: 0525504311

ARTFORUM Ten Best Books of 2018 “Sad, joyous, funny, heart-cracking: I can’t remember the last time I read a book that rendered such raw feeling with such intricate intelligence.” —Gayle Salamon, ARTFORUM “A beautiful book. Deeply personal and yet entirely universal. . . A travelogue through the landscape of a broken heart.” —Elizabeth Gilbert, bestselling author of Eat Pray Love A passionate, heartfelt story about the many ways we fall in love: with books, bands and records, friends and lovers, and the families we make. Have you ever fallen in love—exalting, wracking, hilarious love—with a song? Long Players is a book about that everyday kind of besottedness—and, also, about those other, more entangling sorts of love that songs can propel us into. We follow Peter Coviello through his happy marriage, his blindsiding divorce, and his fumbling post marital forays into sex and romance. Above all we travel with him as he calibrates, mix by mix and song by song, his place in the lives of two little girls, his suddenly ex-stepdaughters. In his grief, he considers what keeps us alive (sex, talk, dancing) and the limitless grace of pop songs.

The Best

The Best
Author: Mark Williams
Publisher: Nicholas Brealey
Total Pages: 347
Release: 2020-09-15
Genre: Business & Economics
ISBN: 1529355788

THE SECRETS OF SUPERHUMAN PERFORMANCE Never have the best sportspeople seemed so far removed from the rest of us, their prowess so unfathomable. So how are these extraordinary athletes made? THE BEST reveals how the most incredible sportspeople in the world get to the top and stay there. It is a unique look at the path to sporting greatness; a story of origins, practice, genetics and psychology. Packed with gripping personal stories and interviews with top athletes including Elena Delle Donne, Pete Sampras, Joey Votto, Steph Curry, Kurt Warner and Premier League superstars Marcus Rashford and Jamie Carragher, it explains how the best athletes develop the extraordinary skills that allow them to perform remarkable feats under extreme pressure. THE BEST uncovers startling truths of athletic greatness-including why younger siblings have more chance of becoming elite, which towns produce the most superstars, the role of informal play and the best time to be born in the school year. It goes inside the minds of champions to understand what makes them perform during high-octane competition, how to hit a baseball or tennis ball in under 0.5 seconds, the secrets of how the best train and what makes a great leader. The book appeals to all lovers of sport, anyone with an interest in psychology and excellence, the parents of budding athletes, and fans of books like Freakonomics, Outliers and Range. It is a deconstruction of what it takes to be the best-and how we can all improve in sport and beyond.

Billboard

Billboard
Author:
Publisher:
Total Pages: 766
Release: 2010-01-09
Genre:
ISBN:

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.

The Ideal Team Player

The Ideal Team Player
Author: Patrick M. Lencioni
Publisher: John Wiley & Sons
Total Pages: 194
Release: 2016-04-25
Genre: Business & Economics
ISBN: 1119209617

In his classic book, The Five Dysfunctions of a Team, Patrick Lencioni laid out a groundbreaking approach for tackling the perilous group behaviors that destroy teamwork. Here he turns his focus to the individual, revealing the three indispensable virtues of an ideal team player. In The Ideal Team Player, Lencioni tells the story of Jeff Shanley, a leader desperate to save his uncle’s company by restoring its cultural commitment to teamwork. Jeff must crack the code on the virtues that real team players possess, and then build a culture of hiring and development around those virtues. Beyond the fable, Lencioni presents a practical framework and actionable tools for identifying, hiring, and developing ideal team players. Whether you’re a leader trying to create a culture around teamwork, a staffing professional looking to hire real team players, or a team player wanting to improve yourself, this book will prove to be as useful as it is compelling.

The Art of Game Design

The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
Total Pages: 610
Release: 2019-07-31
Genre: Computers
ISBN: 1351803646

Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.

The Structure of Game Design

The Structure of Game Design
Author: Wallace Wang
Publisher: Springer Nature
Total Pages: 281
Release: 2023-07-21
Genre: Computers
ISBN: 3031322029

The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games. By understanding how these core principles work in all types of games, you can apply these same principles to design your own game. Games are about goals, structure, play and fun. While everyone will always have their own idea of what might be “fun”, any game designer can maximize player enjoyment through meaningful choices that offer various risks and rewards. Such challenges, combined with rules and limitations, force players to overcome obstacles and problems using a variety of skills including dexterity, puzzle solving, intelligence, and strategy. Essentially games allow players to venture forth into new worlds and overcome problems in a safe but exciting environment that allows them to triumph in the end. Just as playing games have proven popular around the world to all ages, genders, and cultures, so has game designing proven equally popular. Games can challenge players to make the best move, solve puzzles, engage in combat, manage resources, and tell stories. By understanding how randomness, psychology, and balance can change the way games play, readers can decide what game elements are best for their own game creation. Whether your goal is to make money, learn something new, make a social statement, improve on an existing game idea, or challenge your artistic, programming, or design skills, game design can be just as much fun as game playing. By knowing the parts of a game, how they work, how they interact, and why they’re fun, you can use your knowledge to turn any idea into a game that others can play and enjoy.

The Numbers Game

The Numbers Game
Author: Chris Anderson
Publisher: Penguin
Total Pages: 402
Release: 2013-07-30
Genre: Sports & Recreation
ISBN: 1101628871

Moneyball meets Freakonomics in this myth-busting guide to understanding—and winning—the most popular sport on the planet. Innovation is coming to soccer, and at the center of it all are the numbers—a way of thinking about the game that ignores the obvious in favor of how things actually are. In The Numbers Game, Chris Anderson, a former professional goalkeeper turned soccer statistics guru, teams up with behavioral analyst David Sally to uncover the numbers that really matter when it comes to predicting a winner. Investigating basic but profound questions—How valuable are corners? Which goal matters most? Is possession really nine-tenths of the law? How should a player’s value be judged?—they deliver an incisive, revolutionary new way of watching and understanding soccer.

Playing with Sound

Playing with Sound
Author: Karen Collins
Publisher: MIT Press
Total Pages: 199
Release: 2013-01-11
Genre: Games & Activities
ISBN: 0262018675

An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Author: Richard Colby
Publisher: Springer Nature
Total Pages: 339
Release: 2021-01-27
Genre: Study Aids
ISBN: 303063311X

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.