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GAMES BOOKS

Posted in Games (Friday, September 5, 2008)

Written by Raymond Epstein and Benjamin Kovler. By Fundrum Pub. Sells new for $14.00. There are some available for $11.20.
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5 comments about Fundrum My Conundrum: A Book of Riddles.
  1. I bought this book because I'm a riddle fanatic. I was really pleasantly surprised by the sheer number of riddles. This book kept me busy for hours! The illustrations and the design are great too. This book makes a great gift for people of any age and is great at parties! It would be great if the authors did a follow-up book.


  2. This book is the pinacle of riddle fun! I popped like a spring chicken when I bought this book because it's so small, but HUGE with entertainment and mind-titilating fun. Most riddle books are really joke books, but this one is the REAL THING! There are hours of enjoyment and tons of mind-stumping exercises- Great for the whole family!


  3. i bought this for my riddle-crazy 11-year-old, and it has drawn in her 14- and 18-year-old sisters and me as well. the level of the riddles is not too hard for an 11-year-old, but not too easy for an adult. the layout of the book is engaging, and the way the answers are arranged at the end means that when looking up one answer it is hard to accidentally read the answer to the next one. absolutely perfect.


  4. I purchased this book because I saw it online while researching riddles. I use this book in my classroom as a transition tool. When moving from one activity to another, I will write a riddle on the board or read one out loud. This allows the students to stop focusing on their previous activity and focus on solving the riddle. After we solve the riddle, we can move on to our next activity.

    This book also proves to be a lot of fun just to have around the house. Many of my friends have picked it up and tried to solve some of the riddles.

    I suggest this riddle book for anyone who wants to start a collection or add to their current collection.


  5. I bought this book based on the other reviews below, but wish I had not. The riddles in this book are much, much too difficult for children under the age of 13 or 14. My grandkids found them so difficult, they soon lost all interest. Fortunately, I had brought some other games along in the car for our long trip. I feel mislead; who wrote those reviews anyway? No child of "5 years old", as one reviewer said, could possibly do any of these riddles. Maybe a good gift for a high school or college student, but elementary kids definitely are not ready for this. Wish I could get my money back.


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Posted in Games (Friday, September 5, 2008)

Written by Alan N. Schoonmaker. By Lyle Stuart. The regular list price is $15.95. Sells new for $9.16. There are some available for $10.10.
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3 comments about Your Best Poker Friend: Increase Your Mental Edge and Maximize Your Profits.
  1. If you liked either of the author's previous poker books, The Psychology of Poker and/or Your Worst Poker Enemy, this book is a neccessary continuation of the lesson. YBPF is not a strategy book, and will disappoint those expecting one. This book lays out strategies for improving your game that are very practical. Of course, most of you won't actually get around to doing any of the things Schoonemaker recommends, just like you already gave up on your New Year's resolutions. That is why I don't mind giving an honest review and saying that if you take this stuff seriously you will improve.

    Also, there are some interesting updates to some of Schoonemaker's ideas from YWPE, especially regarding his hard-line stance that no one should ever quit their day job to play poker, and how on-line play is changing poker.


  2. Reverse implied odds? Give me a break. Even Andy Black would be confused by this book. Give me Super System I/II any time.


  3. Dr. Schoonmaker in my opinion is the most honest teacher of poker & life that I have ever crossed paths with. His writing, and observation of human behavior and the poker table/player is right on the money! I highly recommend this book for any semi professional, or someone who is considering becoming a professional poker player, or casual players of poker that want an edge on the home poker game. Limit, or no limit it works with both.


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Posted in Games (Friday, September 5, 2008)

Written by Thomas M. Reid and Sean K. Reynolds. By Wizards of the Coast. The regular list price is $29.95. Sells new for $5.94. There are some available for $5.94.
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3 comments about Champions of Valor (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting).
  1. Champions of Valor is the counterpart of Champions of Ruin, a Forgotten Realms supplement published by Wizards during the summer. Champions of Ruin is not needed to use this book, however.

    This book presents the reader with several options for valiant characters in the Forgotten Realms. New spells, feats, substitution levels, organisations are all included to give your character an edge.

    However, this book is something more than just "new rules for good characters". This book is only worth something if "you take it seriuosly", in other words, DMs should take care and require a considerable effort of role-playing from characters who use this book. Being valiant is not equal to getting a +2 sacred bonus on your AC, it means that you take part in an organisation, you help the poor, accept missions where you risk your life for free, etc.

    This book has much to offer for players, but also for DMs who wish to create a good aligned NPC. I would say it is mostly for experienced DMs and players, beginners should be cautious about incorporating the contents of this book into the game before getting at least some experience with role-playing.

    As usual for Forgotten Realms products, it is beautifully illustrated and edited. The cover picture is quite unique, I did not like the picture first, but now I think that it was a good choice to reflect the contents of the book.


  2. I wanted to like this book, really. I thought it was supposed to be a Book of Exalted Deeds for the Forgotten Realms, sort of like how Champions of Ruin was a Book of Vile Darkness for the Realms. And surely, surely it'd have something usable for all classes, right?

    I was so completely and utterly wrong. I'm so glad this was purchased with a gift certificate.

    First, the introduction points out that it's for "valorous" heroes...not necessarily good, as they define "valorous" to mean "fights evil things", which can be stretched to include evil priests fighting other evil priests. Granted, there isn't much of that, but there's more about Neutral characters and organizations than I think appropriate.

    Second, while there is a great deal of useful information for paladins, I challenge you to find anything for a good rogue. At all. No feats, no substitution levels, nothing. It's terribly disappointing.

    Now, there are a few good things. There is a plethora of substitution levels, which are used to differentiate members of a class in an organization from those who aren't. This is a nice use of them, and it's a real shame that half of these are paladins of one form or another. The fluff's nice, and I hear a lot of people like the information on the various horse breeds in the back.

    On the other hand, this continues the use of the fat, bloated, 4-page prestige class format, as well as the fat, bloated, corpulent magic item description format. Because there's nothing more useful than two pages of history for a +3 outsider bane greatsword, and I just so need fully half of the prestige classes in the book devoted to characters with flying mounts.

    Bottom line, this has very limited utility and portability. It's great if you're playing a paladin in the Forgotten Realms who wants a flying mount, but if not, try and convince your friend to buy it. Don't waste your money.


  3. Awesome book. I like the way it integrates some of the "Races of" races into the Faerun campaign. This was the 4th from the last book I needed to complete my Forgotten Realms campain collection. I ordered Champions of Ruin at the same time as this, so I only need two more books! I also like some of the valorious regional feats in the book.


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Posted in Games (Friday, September 5, 2008)

Written by Bendik Stang and Morten A. Osterholt and Erik Hoftun and Jorgen Kirksaeter and Hans Christian Bjorne. By gameXplore N.A. Inc.. The regular list price is $24.95. Sells new for $15.64. There are some available for $17.07.
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2 comments about The Book of Games Volume 2: The Ultimate Reference on PC & Video Games (Book of Games series).
  1. I was privileged to be sent an advance PDF copy of The Book of Games Volume 2 by author Bendik Stang, and having now completed my reading of this volume in one evening, I am eagerly looking forward to the print version. The Book of Games Vol. 2 has matured exponentially over its previous incarnation, which I feel is very appropriate as Volume 2 has a very pointed focus on the maturity which the videogame industry as a whole is experiencing. While I am still disappointed in regards to the lack of coverage in regards to the Guild Wars properties, that is largely due to personal bias, as I am a casually hardcore Guild Wars player. Now that I have my only truly negative viewpoint out of the way, let's move on to the good stuff.

    I was extremely impressed with the amount of research which had obviously gone into the production of Volume 2, as well as the new features which had been added for the individual game listings and ratings. These additions show that the authors listened to those who took the time to give them feedback on Volume 1, and as such have made themselves a part of the gaming community in a way which some authors never achieve, no matter how knowledgeable they may be on their topics. Another interesting sidenote was seeing another book which I am in process of reviewing featured in a sidebar in this book. As a journalist with a heavy research addiction, I always consider how useful a publication will be to me on my endless quest for knowledge, and The Book of Games Volume 2 passed that consideration with ease. There are many, many sources for further reading and education.

    While The Book of Games Volume 1 was a handy reference for the parents and relatives of gamers, Volume 2 fully opens up the changing videogame industry, from development to tournaments and beyond. The authors have successfully put the industry into a nutshell - one which gamers, teachers, parents and even grandparents will appreciate. This volume has every component of the videogame world between its covers, and takes a look at every aspect in a well-worded, well-researched, and well-presented manner. Every chapter contains evidence of how videogames have become an integral part of our lives in the 21st century - from those who pick up a quick game of solitaire to those who travel the pro-gamer circuits. One photo I could immediately relate to was that of Norway's Olav Undheim, winner of the 2007 World Cyber Games Grand Final Warcraft III Tournament. I saw that match, along with all of the other events held on that final game day in Seattle this past October. I was there when Olav hoisted that $ 20 000.00 cheque over his head at the medals presentation - and that's what this industry called videogaming has at its core - a vibrant, global community - one which we experience at our own annual LAN tournament, and one which The Book of Games Volume 2 has opened to the world.

    I think that this book will do more to bring an understanding of the videogame culture to non-gamers than any collection of web sites and media articles could possibly do. Parents everywhere will benefit from this book, while gamers will embrace this book for the validation it brings to our gaming culture. The Book of Games Volume 2 is an excellent counter-weight to those who vocalize loud and long their negative views on the gaming industry as a whole. I challenge those who, without really understanding what videogames are truly all about to pick up this book and read it. Understand what draws those of us who game into our multi-pixelled worlds. The artwork is amazing, the music is incredible, and the passion insurmountable. As the owner of a company which has been trying unsuccessfully for three years to obtain a business license for a digital media centre for youth in our hometown, I would love to see the members of our Township council who oppose us, as well as those in the licensing department who insist on calling us an arcade, read this book. The Book of Games Volume 2, I believe, will become a very useful tool for those of us who are not only proud members of the gaming culture, we support the up and coming designers of tomorrow and all of the possibilities the world of gaming has opened to them, whether they become game designers, engineers, architects or even doctors.

    I whole-heartedly give The Book of Games Volume 2 a five star rating, and if there have been this many improvements in the series just between volumes 1 and 2, I can hardly wait until I get a look at Volume 3 which will be out in November 2008. To the authors I say "this is a work to be proud of, a job very well done."


  2. The 2nd edition to this gaming reference series makes a fine coffeetable book or for a quick browse for short snippet info on gaming titles. By all means, this is not a book of in-depth reviews, the titles are covered very briefly (summarised) and categorised according to genre/replayability value/plot sypnosis. If you need comprehensive info on gaming titles, you'd do better on gaming mags or websites. However, it remains a good collector's item as most of your favourite games are included with nice colored screenshots, which makes it a fine addition to your gaming library for all gaming fans. I was very impressed by this 2nd edition in that it included some very recent games which I thought would not make it in before the release date. The only disappointment is that the 2nd edition came in paperback whereas my 1st edition was a hardcover.


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Posted in Games (Friday, September 5, 2008)

Written by David Bourg. By O'Reilly Media, Inc.. The regular list price is $39.95. Sells new for $10.00. There are some available for $9.49.
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5 comments about Physics for Game Developers.
  1. If it wasn't for the poor code examples, I would have rated this book four stars.

    The problem is, instead of building new examples on previous ones, author has decided to repeat same code over and over again with only minor tweaks. This lack of generalization unfortunately obfuscates the point of the examples and (besides other instances of bad programming practice like abundant use of global variables or excessive copy/paste programming) makes me grind my teeth.

    However, the text portion of the book is written well. It's great introductory material to the subject.


  2. If you wish to add more realistic environment interaction or object behavior to your games, you will benefit from this book. This book is much better for beginners than more recent books on the subject that maybe talk in more detail about game physics, but do so from the standpoint of some specific physics engine that the author has put together. I have personally lifted several pieces of code from this book, adapted them to Java, and placed them in a multimedia application I have been writing with no trouble. The book goes over the basics of adapting Newtonian physics to games, and then uses these ideas to set up the motion of simple projectiles, cars, hovercraft, and ships. 3D issues are also discussed at length.
    To be sure, you do not need to be a physics expert to learn something from this book, but it is assumed that you have a basic level of understanding of classical physics. Anyone who has taken high school or college level physics should have no trouble understanding the material. You should also be proficient in trigonometry and vector and matrix mathematics. Certain topics in calculus are also discussed, so some degree of familiarity would be useful, but is not required. However, a strong C++ programming background is required if you are to tackle integration of a physics system into your existing game engine. This book is a great starting point for readers who aspire to understand "Game Physics" by Eberly, which is far more advanced and academic in tone.
    I shall talk about the details of the book in the context of its table of contents:
    PART 1 - MECHANICS PRIMER
    This consists of chapters 1 through 5 and starts out with simple concepts such as Newton's laws and builds up until you get to rigid body dynamics. If you are already are up to speed on mechanics, you can skip these chapters.
    PART 2 - REAL-WORLD EXAMPLES
    Chapters 6 through 10 focus on modeling so that you have a solid understanding of the nature of certain physical systems. The craft selected were chosen because they best illustrate the specific physical phenomenon and concepts that are relevant to a wide variety of problems. The systems modeled are projectiles, aircraft, ships, hovercraft, and automobiles.
    PART 3 - REAL-TIME SIMULATION
    This field is discussed as it applies to games in chapters 11 through 17. These chapters focus on the fundamentals by walking through the development of the 2D simulation of hovercraft, a 3D flight simulation, a generic multibody simulation in 3D with collision response, and a simulation of cloth using particles and springs.
    The appendices show implementations in C++ of classes for vector operations, matrix operations, and quaternion operations. The book's bibliography provides information sources for mechanics, mathematics, and specific technical subjects such as aerodynamics. All of the code for the book can be downloaded from the book's website at O'Reilly and Associates. I highly recommend this fun and comprehensive book for anyone getting started in adding physics to game programs.


  3. I would have rated this book as great, but:

    1 - Why in the name of everything that is good and wholesome would anyone use imperial units when writing about physics?

    2 - The code in the examples is appallingly bad. There are abundant global variables, poor comments etc...


  4. It gives a decent coverage on 2D and math vectors before it jumps right into kinetics, rigid bodies, momentum, torque, etc. Other people complain about the junk C code used to explain things here, but I just care about the concepts and understanding them and the book meets that goal. So buy it if you are like me?


  5. This book covers most of the physics problems that a game developer may face. From the basic laws of motion to car and aircraft simulation. It includes clear examples and formulas that can be implemented right away. On the more complex subjects, it also includes source code listings.

    I read this book expecting to get an insight into game and simulation physics and was disappointed. On most cases, the book gives quick introduction to the problem and then jumps straight to the equations. Therefore, if you just want to implement physics for your game without learning all the principles involved, this is the book for you. On the other hand, if you want to get a feeling of physics and go a little deeper, it is not.

    Furthermore there are some details that you may want to consider. First, the book works mainly with the imperial system of units which I find confusing. Second, all the source code is for Windows. Third, there are lot of places where statements are made without a hint of an explanation or a reference, which is annoying if you want to understand what is happening.

    Overall, the book is clear and concise. It gives a good set of equations that you may need for your game programming, and is good to have around for quick reference. But if you are serious about physics I recommend getting a more advanced book.


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Posted in Games (Friday, September 5, 2008)

Written by Freya Jaffke. By Floris Books. The regular list price is $17.95. Sells new for $10.94. There are some available for $10.25.
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4 comments about Toymaking With Children.
  1. I recieved this book and really couldn't be more pleased! It begins by describing the purpose of play, and shows us how to best implement positive play in children's lives. It lists some toys that are appropriate for each age group and goes on to describe how to make a number of toys. The ideas i found to be very enlightening, and I so look forward to making some of these wonderful toys! Oh and this book has a waldorf slant to it. An excellent find!


  2. This book is a revised and expanded edition of the original book titled "Making Soft Toys" which was published in 1981. The author is a Waldorf Kindergarten teacher. This book discusses the importance of play as seen through a Waldorf education perspective and explains that natural playthings from nature and toys made from natural products are important. The book opens with several essays on the subject of the value of play and the nature of (appropriate) play as seen through the eyes of a Waldorf educator. Simple toys that allow imaginative and creative play are defined as ideal and appropriate for the proper development of the child. The author states that toys made by hand are more appreciated by children and she urges parents to make toys by hand, with the child's help or the child watching. A listing of toys appropriate for different age groups is listed. Discussion about outdoor play, play with dolls, and clean up time is included. Full instructions for over 45 toys are provided. Toys include dolls and doll clothing, knitted animals, wooden playstands and cloths, wooden tree blocks, and carved wooden toys (bridges, animals, spoons, etc.). Using wool roving is explained and instructions for creating pictures with plant-dyed wool end the book. The book is 93 pages long and the instructions are detailed and illustrated with line drawings. If you enjoy crafts and want to make Waldorf-style toys, this book is a must and a good value. Of course you can buy many of these toys already made, but you would save a lot of money by making these yourself.


  3. This book gives good ideas for toys to make at home and gives some good description of children's play at different stages. The main problem I have is that I have never carved wood and there are no directions on how to actually carve. I would like to make some of the wooden toys, but I will need to do more research beyond this book to actually be able to carve the wooden toys. So, I guess I'm saying, if you have a base knowledge in sewing and carving, this book is very good....if not, you will need to do some other research in addition to this book.


  4. This is a really great book on how to mkae simple, and some not so simple toys for children. Most of them are just beautiful as well.


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Posted in Games (Friday, September 5, 2008)

Written by Deborah Jowitt. By University of California Press. There are some available for $128.78.
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No comments about Time and the Dancing Image.



Posted in Games (Friday, September 5, 2008)

Written by Bill Tarr. By Vintage. The regular list price is $19.95. Sells new for $7.99. There are some available for $2.49.
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5 comments about Now You See It, Now You Don't!: Lessons in Sleight of Hand.
  1. I'm not one of those people who can figure out how tricks are done just by watching. I have to read a book! This book is great, full of very easy to understand illustrations.

    Besides card tricks, it covers tricks with money, the three shell game, torn paper (magically whole again), vanishing salt shakers, etc.

    This book alone is enough to make a great magician out of anyone! Enough tricks here to entertain an audience for a very long time.


  2. I recently purchased this book thinking that I would be getting some new tips in sleight of hand, which I did, but with much aggrevation. If you are a beginner I would not recommend this book. It's books like this that will make people turn away from magic. The concepts are good in this book, but the drawings are difficult to match with the instructions. The drawings and the explanations can cause a great deal of frustration and make one want to pass on tricks all together. Most of the stuff in this book is covered in Mark Wilson's book (which has 10 times better pics and explainations), so if you want just a few more tricks then get it, but altogether I wish that I hadn't bought it.
    The only real good thing about this book is that it has some good cigarette vanishes and a good routine, but it may take you 10 hours o decipher what you are actually looking at. For beginners...not really...if you are a beginner...go to Mark Wilson. Cheers


  3. This is a good instructional book with several close-up manipulation mangic tricks. I like the illustrations


  4. This is one of the best sleight of hand books ever written! The pictures are very helpful and one accompanies every single trick. Inside you'll find card sleights, flourishes, coin tricks (including simple routines), and other various sleight of hand tricks. One of my personal favorites is the thimble magic and changing spots trick. The rating system is especially helpful for beginning magicians as they attempt things like the French drop and simple coin vanishes.

    I always recommend this book to anyone interested in magic, even children can follow along! I think every amateur magician or magic enthusiast should own a copy.


  5. A basic visual reference guide to sleight of hand with cards, coins, balls, etc. A fast and visual oriented course in legerdemain. An addition to a magician's library. Though you will need some other magic texts if you wish to become an allround wizard.


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Posted in Games (Friday, September 5, 2008)

Written by John C. Beck and Mitchell Wade. By Harvard Business School Press. The regular list price is $14.95. Sells new for $1.99. There are some available for $0.01.
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5 comments about The Kids are Alright: How the Gamer Generation is Changing the Workplace.
  1. This book had me from the beginning with the Socrates quote. I really like how the authors broke the generation down to how they think. The authors are part of another generation (as I am) and the comparisons are right on the money. While the entire reason the young adults (those under 30) are the way they are cannot be attributed to video games (IMHO), it does account for a lot of their thought process. They talk about this generation's "acclimation to failure" - as in video games, when game is over, no problem - just start another game! If this generation seems arrogant, it is just their reality - they may over estimate their talents, but they will work to meet their expectations. To just name a few.
    While I thought the book was good, it failed to be great for several reasons. One, the print seemed big - like they were trying to fill space. This thought was confirmed about 3/4 through the book, where it seemed they were repeating themselves. I recommend the book, but not as a stand alone. It is a good introduction and it appears to be backed by data. (All data was obtained by survey. Authors provide an appendix and bibliograpy.) If you want to know how the younger generation thinks - this is a great first book on the subject.


  2. It is profoundly dishonest to have published this book under a different title--with no warning in the book--than Got Game. It is the same book. This is simply an unethical publishing practice. Got Game was a good book and it is sad to see a business press and two authors engage in this level of deceit. It simply entices people to buy the book again, thinking it a new book--based on what was respect for the author previous work.


  3. While there are some good points made in this book, it was hard to get past the outdated nature of the examples and data that is included. References to consoles stop at the Gamecube/Xbox/PS2, and EverQuest is the "big MMORPG" they explain to the non-gamers. I think it would be very interesting to see how the data in this book may have changed with the Nintendo DS and Wii causing a larger amount on traditional non-gamers to get involved. Overall there are some good conclusions drawn that can be helpful for the non-gamer to understand their counterparts better, but a refresh is definitely in order.


  4. I work in the video game industry and so have an awful lot of experience with people whose lives have been shaped by video games - they develop them for a living. This book purports to describe the thought processes of a generation that has had its lives and thoughts shaped by video games. If the insights in this book are true, then I should be working at Ground Zero. This puts me in a good position for negative proof of this book: if I don't see the personality traits in this book represented in the people with whom I work, then there's a good chance that the book isn't totally accurate.

    I don't see most of these personality traits in the people with whom I work. Some yes, but not all. That makes this book a bit suspect.

    That said there are a couple of good thoughts in this book. For example, the idea that people who have grown up with games might believe that they can solve any problem themselves (and that there is a solution out there) is something I haven't seen anywhere else. And certainly the people with whom I work are able to form themselves into teams and do teamwork. But the book is so devoid of actual data that I can't tell whether the authors' conclusions in this or any other regard are based upon solid foundations or pure conjecture.

    I read this just after Grand Theft Childhood. Buy that first. Buy this to round out the library if you still need.


  5. I found this book to be an interesting read. I'm not sure I buy into their thesis that the gamer generation is different, due to growing up with electronic games, but they did make a good case for it.

    The book was well written and engaging. As a gamer myself, it was interesting to read how they feel gaming changes how players view the world. As an older gamer, however, I supposedly have not experienced the full impact as much as those to who video games were a ubiquitous part of childhood.


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Posted in Games (Friday, September 5, 2008)

Written by Michael Kane. By Viking Adult. The regular list price is $24.95. Sells new for $12.46. There are some available for $12.48.
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4 comments about Game Boys: Professional Videogaming's Rise from the Basement to the Big Time.
  1. Michael Kane's "Game Boys: Professional Videogaming's Rise from the Basement to the Big Time" is a complete page-turner for both gamers and non-gamers alike. Considering that this is the first and only book to ever chronicle the evolution of "elite e-sports", I started reading this book with an open mind. I have to admit that I was apprehensive when I started the book since, how will the author connect the reader to the unknown world of e-sports? The terms are as intricate and technical to explain to a person who might not be a part of the Counter-Strike phenomenon. Kane has not only managed to use the most creative analogies (bringing laughter to some of them), but he illustrates the stories in such a way that it felt like everyone was or can be a part of the inherent rivalries, the drama, the secrets and the action that lies within watching an elite Counter-Strike match. What makes this book so unique, was that as a former girl gamer from 2003 to 2005, I had followed the rise of the e-sports scene and had ran across the people that Kane highlights in this book, either through the internet or through watching these matches at home. What I did not know about these individuals were their lives outside of Counter-Strike and what it took for each of them to get to where they are today. Kane brings to you every team's successes and failures, while adding flair to what goes on when the cameras are off. The struggle to bring the gamers subculture out to the mainstream was a challenge, where gamers tend to face the fine line between choosing to play for pleasure or to play strictly for business. I send my praises for entertaining while educating the public of the world that once reached a momentum for gamers, I recommend this book for anyone who ever took part of the gaming community, plan to take part or are just curious to understand this growing 11 billion-dollar industry.


  2. Games Boys: Professional Videogaming's Rise from the Basement to the Big Time by Michael Kane is the best inside look at the competitive videogaming industry I have read to date. He peels back the layers of this very complex subculture and lays it all out there for anyone to read - from the gamers themselves to the parents who try to understand. Game Boys has it all - the celebratory victories, the heartbreaking losses, the passion of its supports and accompanies it all with backroom dirty laundry. This book is an informative, exciting read. Author Michael Kane has managed to translate the excitement of competition into his words, and sometimes I found myself reading faster through the competition gameplay to get to the moment of victory - even though I already knew the results of many of the matches he wrote about.

    As a participant full of passion for the videogame industry, there were so many times I found myself identifying with CompLexity GM Jason Lake and harbouring feelings of resentment towards Craig Levine. Like Jason Lake, I believe in the grassroots foundation of this wonderful industry, and even though Craig Levine has done much to get competitive videogaming out there into the main stream of today's world, I often felt that Levine's tactics were less than honourable, and I am of the generation when honour was at the forefront of how you conducted your life. These are elements which make for a great book - eliciting emotion and appreciation from the reader, making the reader care about the characters in the story.

    Michael Kane has artfully included every aspect of our advancing technological world - global friendships and rivalries, heroes and villains, supportive families and families who feel the gamer is wasting his or her time. Corporations who only look at the biggest and the best for exposure, instead of looking at and supporting the grassroots events and players who keep the industry churning forward on a daily basis. Event promoters who are in it for the dollar, and to heck with the injury they do to our industry by scamming the players who have poured their heart, soul and often their last dollar into feeding their passion for gaming in hopes of making it to the winner's circle.

    I commend Michael for the honesty of his words, even the ones which cast a less than idyllic light on the e-sports industry, because the end result shows that our cyberathletes truly are no different from the mainstream sports athletes. They train, they play, they do things they shouldn't, but when it comes right down to the final seconds it's all about the game and the opponent in front of them. Game Boys shows how far we as a competitive market have come, but also shows how far we have yet to go. Michael touched very briefly on the girls in gaming, and while some things have changed since Game Boys went to print, much has stayed the same, from the disdain which meets many girl gamers head on, to the insults and unwelcome photos hurled at them on XBL. While the industry is still very much a boys' club, the girls are rapidly gaining ground - perhaps in the future we can look forward to a book on Gamer Girls to compliment Gamer Boys - what do you say, Michael?


  3. Game Boys is like Remember the Titans but for Counter-Strike. M Kane's background is in sports writing and that is to the advantage of the book. I could feel my heart pounding as he described the matches. I found myself covering the page with my hand so as not to spoil the outcome.

    This game is not meant for gamers. In fact is is exactly the opposite. This book is for people on the periphery who are sports fans, not gamers. It makes competitive gaming into competitive sports.


  4. As a teenager and gamer involved in the very e-sports scene Kane so accurately describes, I've come across many books that have attempted to describe gaming, gamers, and the elements surrounding the scene, but never have truly grasped the passion that so many competitive gamers have felt towards the community that has been created around these games.

    I started reading this book with reservations...I expected this to be another "oh yeah, some guy thinks it's cool," type of approach that would miss the mark on the intensity and seriousness that teenagers and younger adults were taking these games...these e-sports.

    After completing the final chapter today, I'm so enthused to say that Kane has put to words what no one, to date, had been able to. From the coach/jock-like description of Jason Lake, to the journalistic rumors of Levine's business practices, Michael Kane has captured many aspects of the gaming community that, until now, I thought would take years to be written down as a part of history.

    The truth is, if you're involved in the e-sports scene, inspired by the younger generation's choice of competition, or simply a parent of a gamer, this book is for you. Your jaw will be dropped at how far gaming has come, and how immense, intense, and elaborate the gaming community has become, not only in size, but in personality and every aspect that could define a competitive sport!


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Fundrum My Conundrum: A Book of Riddles
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Champions of Valor (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting)
The Book of Games Volume 2: The Ultimate Reference on PC & Video Games (Book of Games series)
Physics for Game Developers
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Time and the Dancing Image
Now You See It, Now You Don't!: Lessons in Sleight of Hand
The Kids are Alright: How the Gamer Generation is Changing the Workplace
Game Boys: Professional Videogaming's Rise from the Basement to the Big Time

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Last updated: Fri Sep 5 05:44:40 EDT 2008