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50 Books for Everyone in the Games Industry

Ground Glass writes "Over at Next Generation there's a comprehensive feature on the books that everyone in games should read. It's by game designer and author Ernest Adams, and attacks the medium from every possible angle. Adding these books to your Amazon wishlist could only give you a better understanding of where games have been and where they are (and should be) going."

3 of 50 comments (clear)

  1. Printer Friendly link by flonker · · Score: 2, Informative

    Printer Friendly link for those of us who hate clicking next every 2 seconds.

    http://www.next-gen.biz/index2.php?option=com_cont ent&task=view&id=3962&Itemid=2&pop=1&page=0

  2. The list by Anonymous Coward · · Score: 2, Informative

    The writeups are good, but here's the list for the lazy.

    THEORY
    Trigger Happy: The Inner Life of Videogames, by Steven Poole
    Flow: The Psychology of Optimal Experience, by Mihalyi Csikszentmihalyi
    Rules of Play, by Katie Salen and Eric Zimmerman
    Half-Real: Video Games between Real Rules and Fictional Worlds, by Jesper Juul
    Unit Operations: An Approach to Videogame Criticism, by Ian Bogost

    DESIGN PRACTICE
    Fundamentals of Game Design, by Ernest Adams and Andrew Rollings
    21st Century Game Design, by Chris Bateman and Richard Boon
    Gender-Inclusive Game Design, by Sheri Graner Ray
    A Theory of Fun for Game Design, by Raph Koster
    Balance of Power: International Politics as the Ultimate Global Game, by Chris Crawford
    Digital Game-Based Learning, by Marc Prensky

    WRITING
    Game Writing: Narrative Skills for Videogames, edited by Chris Bateman

    GRAPHIC DESIGN
    Creating the Art of the Game, by Matthew Omernick
    Envisioning Information, all by Edward Tufte
    Pause and Effect: The Art of Interactive Narrative, by Mark Stephen Meadows

    MUSIC AND AUDIO
    The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness, by George Alastair 'The Fat Man' Sanger

    ONLINE GAMES AND COMMUNITY
    Developing Online Games: An Insider's Guide, by Jessica Mulligan and Bridgette Petrovsky
    Designing Virtual Worlds, by Richard Bartle
    Community Building on the Web: Secret Strategies for Successful Online Communities, by Amy Jo Kim

    THE HISTORY OF GAMES
    The Oxford History of Board Games, by David Parlett
    The Ultimate History of Video Games, by Steven L. Kent
    Supercade: A Visual History of the Videogame Age 1971 - 1984, by Van Burnham

    SOCIOLOGY
    Joystick Nation, by J.C. Herz
    Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence, by
    Gerard Jones
    What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee
    Everything Bad Is Good for You, by Steven Johnson
    From Barbie to Mortal Kombat: Gender and Computer Games, edited by Justine Cassell and Henry Jenkins
    Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by Joseph Tobin

    PEOPLE, PROJECTS AND BUSINESSES
    The Mythical Man-Month: Essays on Software Engineering, by Frederick P. Brooks
    Peopleware: Productive Projects and Teams, 2nd edition by Tom Demarco and Timothy Lister
    Postmortems from Game Developer, edited by Austin Grossman
    Game Over, Press Start to Continue, by David Sheff, with new material by Andy Eddy
    Masters of Doom, by David Kushner
    Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin and Aaron Ruby
    The Xbox 360 Uncloaked by Dean Takahashi

    OTHER MEDIA AND USEFUL DISCIPLINES
    Understanding Comics, by Scott McCloud
    Story: Substance, Structure, Style, and the Principles of Screenwriting, by Robert McKee
    A Pattern Language, by Christopher Alexander et al
    The Design of Everyday Things, by Donald Norman

    DEEP BACKGROUND
    Homo Ludens, by Johan Huizinga
    Man, Play, and Games, by Roger Caillois
    The Ambiguity of Play, by Brian Sutton-Smith
    Understanding Media: The Extensions of Man, by Marshall McLuhan

    INSPIRATIONS
    The Lord of the Rings, by J.R.R. Tolkien
    Dungeons & Dragons Player's Handbook, by various authors
    Star Trek, originated by Gene Roddenberry
    The Hunt for Red October, by Tom Clancy
    Watchmen, by Alan Moore and Dave Gibbons
    The Hero with a Thousand Faces, by Joseph Campbell
    Hamlet on the Holodeck: The Future of Narrative in Cyberspace, by Janet H. Murray

  3. Re:Snow Crash. by Anonymous Coward · · Score: 2, Informative

    So I say this, if you had to have one book for games programmers to read, and not 10, which would it be?

    J.L. Borges.

    No, really: he anticipated everything in Stephenson, Sterling, and the rest of those guys.