These titles were recently added to the collection of the Public Library of Cincinnati and Hamilton County.
November 23, 2015
Pugh, Megan, 1982- author.
xii, 398 pages : illustrations ; 25 cm
The Cakewalk, America's first national dance -- Bill Robinson's dream -- Fred Astaire and Ginger Rogers pick themselves up -- Agnes de Mille's square dance -- Paul Taylor's Bugle Boy -- Michael Jackson's moonwalk.
October 26, 2015
New York : Seven Stories Press, 
256 pages : illustrations ; 19 cm
Advent / Leigh Alexander -- Bow, nigger / Ian Shanahan -- Love, twine, and the end of the world / Anna Anthropy -- The natural: the parameters of afro / Evan Narcisse -- What it feels like to play the bad guy / Hussein Ibrahim -- A game I had to make / Zoe Quinn -- Your humanity is another castle: terror dreams and the harassment of women / Anita Sarkeesian & Katherine Cross -- The end of gamers / Dan Golding -- The joy of virtual violence / Cara Ellison & Brendan Keogh -- The squalid grace of Flappy Bird / Ian Bogost -- The making of Dust: architecture and the art of level design / David Johnston -- Game over? A cold war kid reflects on apocalyptic video games / William Knoblauch -- Ludus interruptus: video games and sexuality / Merritt Kopas -- The God in th emachine: occultism, demiurgic theology, and gnostic self-knowledge in Japanese video games / Ola Wikander.
Sixteen contributors including video game creators, media critics and Internet celebrities discuss the state and stakes of video game culture and describe how the digital world has collided with real-life art, sex and race and class politics. --Publisher's description.
October 20, 2015
Boca Raton : CRC Press, 
xliv, 555 pages : illustrations ; 24 cm
In the beginning, there is the designer -- The designer creates an experience -- The experience takes place in a venue -- The experience rises out of a game -- The game consists of elements -- The elements support a theme -- The game begins with an idea -- The game improves through iteration -- The game is made for a player -- The experience is in the player's mind -- The player's mind is driven by the player's motivation -- Some elements are game mechanics -- Game mechanics must be in balance -- Game mechanics support puzzles -- Players play games through an interface -- Experiences can be judged by their interest curves -- One kind of experience is the story -- Story and game structures can be artfully merged with indirect control -- Stories and games take place in worlds -- Worlds contain characters -- Worlds contain spaces -- The look and feel of a world is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- The team sometimes communicates through documents -- Good games are created through playtesting -- The team builds a game with technology -- You game will probably have a client -- The designer gives the client a pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a purpose.
October 8, 2015
Witwer, Michael, author.
New York ; London : Bloomsbury USA, an imprint of Bloomsbury Publishing, Plc., 2015.
ix, 302 pages, 16 unnumbered pages of plates : illustrations (some color), portraits (some color) ; 25 cm
October 5, 2015
Heineman, David S., author.
Bloomington, Indiana : Indiana University Press, 
xiii, 251 pages ; 23 cm
"Digital game studies"--Reverse cover.
Section 1. Games and history. Nolan Bushnell: learning from the past ; Chris Melissinos: art and video games ; Eugene Jarvis: games and design ; Henry Lowood: Archiving and games -- Section 2. Games and economy. Ed Fries: the economics and politics of a launch ; Kellee Santiago: independent game development ; Chris Grant: games and press ; Edward Castronova: games, economics, and policies -- Section 3. Games and culture. Jamie Dillion: games, community, and charity ; Casey Hudson: games and emotion ; Ian Bogost: anxieties, procedures, and game studies.
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. --Publisher's description.
September 15, 2015
McGonigal, Jane, author.
New York : Penguin Press, 2015.
xii, 466 pages ; 25 cm
"*Powered by the science of games."
A renowned game designer describes how she recovered from a debilitating concussion by turning her therapeutic process into a digital game that became the subject of a major NIH research study.
September 15, 2015
Clune, Michael W., author.
New York : Farrar, Straus and Giroux, 2015.
211 pages ; 22 cm
Suspended -- Four hundred and ninety points of damage -- The devil in the garden -- World War II has never ended -- The sun and the stars -- Pirates! -- A heart of the sky.
August 14, 2015
Fine, Gary Alan, author.
Chicago ; London : The University of Chicago Press, 2015.
271 pages ; 24 cm
Prologue: a tournament revealed -- Introduction: first moves -- The mind, the body, and the soul of chess -- Doing chess -- Temporal tapestries -- Shared pasts and sticky culture -- The worlds of chess -- Status games and soft community -- Chess in the world -- Conclusion: piece work.
July 28, 2015
Pottage, Julian, author.
Hauppauge, New York : Barrons Educational Series, Inc., 2015.
288 pages : color illustrations ; 21 cm
Subtitle on cover: illustrated strategies for staying ahead of the game.
"A Quarto Book"--Title page verso.
Learn key bridge player's techniques, including communication through bids and signals, hand valuation, planning, counting, inferences, deceptive card playing, and much more.
July 21, 2015
New York, NY : Scholastic Inc., 
432 pages : color illustrations ; 23 cm
"Gotta catch 'em all!"
July 8, 2015
Stanton, Richard, 1982- author.
London : Robinson ; Philadelphia : Running Press, 2015.
368 pages : illustrations (chiefly color) ; 20 cm.
"The evolution of a global industry"--Cover.
July 7, 2015
Eade, James, author.
Hauppauge, NY : Barron's Educational Series, 2015.
288 pages : color illustrations ; 21 cm
"Revised and expanded'--Cover.
"A quarto book"--Title page verso.
Provides over three hundred examples that demonstrate attacking and defensive strategies in the game of chess and includes annotated 3-D illustrations and basic and advanced tactics of the game.
June 16, 2015
Miller, Megan, author.
New York : Sky Pony Press, 
120 pages : illustrations (chiefly color) ; 24 cm
"An unofficial minecrafter's guide"--Front cover.
Provides information on manipulating and programming command blocks within the game, including putting an enchantment on a weapon, customizing villagers, and creating a fireworks display.
June 15, 2015
Williams, John D., Jr., author.
216 pages, 8 unnumbered pages of plates : illustrations ; 22 cm
"Explores anagrams, palindromes, the highest-scoring Scrabble plays of all time, [and] the birth of the World Scrabble Championship, as well as many of the more colorful figures that inhabit this subculture. Die-hard word fans will find ... tips on how top players see their boards and racks to come up with the best play, how they prepare, and the psychology of tournament competition. Those uninitiated in the mysteries of Scrabble mania will find a ... memoir about all the fun people have with language and how words shape our lives and culture in unexpected ways"--Dust jacket flap.
May 29, 2015
Thompson, William Norman.
Santa Barbara, California : ABC-CLIO, 
xxxiv, 505 pages : illustrations ; 26 cm
2001 edition has title: International encyclopedia of gambling.
May 14, 2015
368 pages : illustrations (some color) ; 26 cm
With contributions by Valerie Steele, Mary Davis, Colleen Hill, Melissa Marra, Emma McClendon, Patricia Mears, Masafumi Monden, Adelheid Rasche, Elizabeth Way, and Anna Winestein.
Published in association with the Fashion Institute of Technology.
Dance & fashion / Valerie Steele -- From sylph to swan: the tutu and fashion / Patricia Mears -- Ballet shoes: function, fashion, and fetish / Colleen Hill -- Tangomania / Mary Davis -- On dance fashion and fashionable dances: remarks on the Berlin dance scene during the Weimar Republic / Adelheid Rasche -- Russia's icons of dance / Anna Winestein -- Movement, style, and something more: Martha Graham and modern dance / Melissa Marra -- Intersections of movement and style: African American dance and fashion in the twentieth century / Elizabeth Way -- When iconoclasts collide: Merce Cunningham and Rei Kawakubo's scenario / Emma McClendon -- In praise of sheer perfection: ballet, clothing, and Japanese culture / Masafumi Monden.
"Lavishly illustrated with both contemporary and historical images, the book features essays by ten fashion experts, who explore various aspects of the reciprocal relationship between dance and fashion, from the liberating effects of the tango to the influence of ballet on Japanese girl culture. Designers featured include Leon Bakst, Cristóbal Balenciaga, Comme des Garçons, Christian Dior, John Galliano, Jean Paul Gaultier, Halston, Barbara Karinka, Isaac Mizrahi, Rodarte, Yves Saint Laurent, Riccardo Tisci of Givenchy, Valentino, and Iris Van Herpen"--Publisher's website.
April 30, 2015
Knapp, Andrew, 1982- photographer, author.
141 pages : color illustrations, color maps ; 21 cm
Travel across the United States and Canada, visiting iconic landmarks and unique off-the-map marvels. Look for Momo hiding in Grand Central Station, in front of the White House, and in the French Quarter of New Orleans . . . as well as at diners, bookstores, museums, and other locales that only a seasoned road-tripper like Andrew could find. It's part game, part photography book, and a whole lot of fun.
April 24, 2015
Toppo, Greg, author.
New York, NY : Palgrave Macmillan, 2015.
252 pages ; 25 cm
From Greg Toppo, USA Today's national K-12 education and demographics reporter, The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners.
April 23, 2015
Hoboken, N.J. : Wiley Publishing, Inc., c2008.
xxii, 430 p. : ill. ; 24 cm.
Part I. D&D crash course. Preparing for adventure ; Your first character ; Starting out as a fighter ; Starting out as a rogue ; Starting out as a wizard ; Starting out as a cleric ; Playing the game ; Practice session ; Finding a D&D game to join -- Part II. Building a D&D character. Defining your character ; Choosing a class ; Picking a race ; Figuring out your character's ability scores ; Choosing powers ; Selecting feats ; Picking skills ; Choosing armor, weapons, and gear ; Advancing your character -- Part III. Playing your best game. Handling yourself in a fight ; Making the most of magic ; Roleplaying and working together ; Character building for experts -- Part IV. The art of dungeon mastering. Running the game ; Building a dungeon ; Keeping your players happy -- Part V. Part of tens. The ten best fighter powers ; The ten best rogue powers ; The ten best wizard powers ; The ten best cleric powers ; The ten best low-level monsters ; The ten best mid-level monsters ; The ten best high-level monsters ; The ten best D&D novels.
This book teaches D&D terminology, combat rules, etiquette, dice rules, etc.
March 31, 2015
Clark, James H. (Writer on video games)
[Berkeley, California] : Peachpit Press, a division of Pearson Education, 
xiv, 250 pages : illustrations (some color) ; 23 cm
Dig into Minecraft® with this (parent-approved) guide full of tips, hints, and projects!
March 18, 2015
Knapp, Andrew, 1982- photographer, author.
Philadelphia : Quirk Books, 
140 pages : chiefly color illustrations ; 21 cm
"He's waiting patiently for you to find him in more than 100 photographs of landscapes, streetscapes and interiors."--back cover.
Readers are provided with one hundred photographs of landscapes, houses, bridges and other scenes and asked to find the border collie, Momo.
March 11, 2015
Lanham : Taylor Trade Publishing, 
xiv, 199 pages : illustrations ; 24 cm
March 9, 2015
[Cincinnati, Ohio : the author, 2011].
110 p. : ill. ; 28 cm.
February 12, 2015
New York : Bloomsbury USA, 2015.
313 pages : illustrations ; 25 cm
"The Monopolists reveals the unknown story of how Monopoly came into existence, the reinvention of its history by Parker Brothers and multiple media outlets, the lost female originator of the game, and one man's lifelong obsession to tell the true story about the game's questionable origins. Most think it was invented by an unemployed Pennsylvanian who sold his game to Parker Brothers during the Great Depression in 1935 and lived happily--and richly--ever after. That story, however, is not exactly true. Ralph Anspach, a professor fighting to sell his Anti-Monopoly board game decades later, unearthed the real story, which traces back to Abraham Lincoln, the Quakers, and a forgotten feminist named Lizzie Magie who invented her nearly identical Landlord's Game more than thirty years before Parker Brothers sold their version of Monopoly. Her game--underpinned by morals that were the exact opposite of what Monopoly represents today--was embraced by a constellation of left-wingers from the Progressive Era through the Great Depression, including members of Franklin Roosevelt's famed Brain Trust. A remarkable social history of corporate greed that illuminates the cutthroat nature of American business over the last century, The Monopolists reads like the best detective fiction, told through Monopoly's real-life winners and losers"-- Provided by publisher.
February 2, 2015
Stay, Jesse, author.
x, 372 pages : color illustrations ; 24 cm.