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"An engrossing microcosm of the internet's Wild West years" (Kirkus
Reviews), award-winning journalist David Kushner tells the
incredible battle between the founder of Match.com and the con man
who swindled him out of the website Sex.com, resulting in an
all-out war for control for what still powers the internet today:
love and sex.In 1994, visionary entrepreneur Gary Kremen used a
$2,500 loan to create the first online dating service, Match.com.
Only five percent of Americans were using the internet at the time,
and even fewer were looking online for love. He quickly bought the
Sex.com domain too, betting the combination of love and sex would
help propel the internet into the mainstream. Imagine Kremen's
surprise when he learned that someone named Stephen Michael Cohen
had stolen the rights to Sex.com and was already making millions
that Kremen would never see. Thus follows the wild true story of
Kremen's and Cohen's decade-long battle for control. In The Players
Ball, author and journalist David Kushner provides a front seat to
these must-read Wild West years online, when innovators and outlaws
battled for power and money. This cat-and-mouse game between a
genius and a con man changed the way people connect forever, and is
key to understanding the rise and future of the online world.
"Kushner delivers a fast-paced, raunchy tale of sex, drugs, and
dial-up." --Publishers Weekly
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.
Rise of the Dungeon Master tells, in graphic form, the story of
Gary Gygax, co-creator of Dungeons & Dragons, one of the most
influential games ever made. Like the game itself, the narrative
casts the reader into the adventure from a first person point of
view, taking on the roles of the different characters in the story.
Gygax was the son of immigrants who grew up in Lake Geneva, WI, in
the 1950s. An imaginative misfit, he escaped into a virtual world
based on science fiction novels, military history and strategic
games like chess. In the mid-1970s, he co-created the wildly
popular Dungeons & Dragons game, determining the rules and
inventing the signature 20-sided dice. Starting out in the basement
of his home, he was soon struggling to keep up with the demand.
Gygax was a purist, in the sense that he was adamant that players
use their imaginations and that the rules of the game remain
flexible. A creative mind with no real knowledge of business, he
made some strategic errors and had a falling out with the game's
co-creator, his close friend and partner, David Arneson. By the
late 1970s the game had become so popular among kids that parents
started to worry -- so much so that a mom's group was formed to
alert parents to the dangers of role play and fantasy. The backlash
only fueled the fires of the young fans who continued to play the
game, escaping into imaginary worlds. Before long, D&D
conventions were set up around the country and the game inspired
everything from movies to the first video games. With D&D,
Gygax created the kind of role playing fantasy that would fuel the
multibillion dollar video game industry, and become a foundation of
contemporary geek culture.
Masters of Doom is the true inside story of the Lennon and
McCartney of the video game industry: John Carmack and John Romero.
Together they created an empire, ruled a multibillion-dollar
industry, and provoked a national controversy. They lived a unique
American dream, escaping their broken homes to co-create the most
innovative and notoriously successful video games in history - Doom
and Quake - until the games they made tore them apart. David
Kushner has been covering the video game industry for ten years and
knows all the angles. Even those with no interest in video games
will be fascinated by this vastly entertaining tale of friendship,
betrayal and the genesis of a multibillion-dollar popular art form.
The behind-the-scenes story of the world's most notorious and
controversial video games company - Rockstar Games. Jacked is the
incredible story behind the phenomenon that changed video games for
ever - Grand Theft Auto. Powerful politicians tried to stop it,
parents and activists vigorously campaigned against it, but they
couldn't stop GTA breaking records. GTA IV became the biggest
entertainment product launch of all time, eclipsing all other
books, films and music, and went on to become the most
controversial video game in history. Now, after 10 years of
research, David Kushner reveals how Sam Houser's company, Rockstar
Games, made it all possible. He lifts the veil of secrecy around
the team to show how a blend of creative genius, daring PR
campaigns, big egos and an obsessive work ethic all came together
to create a monster with a tendency to spiral out of control.
Including the full story behind 'Hot Coffee' - the hidden sex
minigame that nearly killed the game and the company - Jacked gets
right to the heart of what it takes to make a classic computer
game...
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.
The Crimean Circle is a historical novel about the Jews in the
Crimean War. For the first time in modern history Jews are forcibly
conscripted to serve in an army to fight a war for a nation that
dispises, mistreats and tries to convert them. They are trained by
a Jew-hating sergeant and a Jewish corporal who has lost the love
of his father and the faith in his God. With the help of the Jewish
corporal the pious young Jews learn to survive in what for them is
a hostile environment and become brave and competent soldiers. The
story is played out during the exciting backdrop of The Crimean War
(1855-56) and the horrific siege of Sevastopol as the Russian Army,
poorly led and ill equipped tries to fight against the combined
forces of Britain, France and Turkey. It is a stirring adventure
story. The story of the young corporal is central to the story as
he trains his platoon, teaches them to defend themselves against
hatred and humiliation and struggles to return to his lost faith.
He falls in love during the darkest days of the siege, survives the
paranoid hatred of a high-ranking Russian officer and finally
marries his betrothed. It is a colorful story of a period of Jewish
history seldom mentioned in Jewish historical fiction. A period
that just preceded the great immigration of eastern European Jews
to the United States.
If you think a gang of real-life geeks can't take on the world and
win big . . . think again. And whatever you do, don't sit down
across a gaming table from Jon Finkel, better known as Jonny Magic.
Jonny Magic and the Card Shark Kids is his amazing true story: the
jaw-dropping, zero-to-hero chronicle of a fat, friendless boy from
New Jersey who found his edge in a game of cards-and turned it into
a fortune.
The ultimate bully-magnet, Finkel grew up heckled and hazed until
destiny came in the form of a trading-card game called Magic: The
Gathering. Magic exploded from nerdy obsession to mainstream mania
and made the teenage Finkel an ultracool world champion.
Once transformed, this young shark stormed poker rooms from the
underground clubs of New York City to the high-stakes tables
online, until he landed on the largest card-counting blackjack team
in the country. Taking Vegas for millions, Finkel's squad of brainy
gamers became the biggest players in town. Then they took on the
town's biggest game, the World Series of Poker, and walked away
with more than $3.5 million.
Thrilling, edgy, and ferociously feel-good, the odyssey of these
underdogs-turned-overlords is the stuff of pop-culture legend. And
David Kushner, acclaimed author of "Masters of Doom," masterfully
deals out the outrageous details while bringing to life a cast of
characters rife with aces, kings, knaves . . . and more than a few
jokers. If you secretly believe every player has his day, you're
right. Here's the proof.
"From the Hardcover edition."
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