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Privacy law isn't working. Waldman's groundbreaking work explains why, showing how tech companies manipulate us, our behavior, and our law.
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"James B. Jacobs presents the first comprehensive account of the ways in which the Cosa Nostra infiltrated key sectors of New York City's legitimate economic life and how this involvement came over the years to be accepted as inevitable, in some cases even beneficial. The first half of Gotham Unbound is devoted to the ways organized crime became entrenched in six economic sectors and institutions of the city - the garment district, Fulton Fish Market, freight at JFK Airport, construction, the Jacob Javits Convention Center, and the waste-hauling industry.
Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.
'A beautiful love letter to the diaspora, Haramacy is an essential collection of essays that push the conversation forward on issues to do with visibility, mental health, race and class' Nikesh Shukla 'A superbly crafted collection of essays. Often elegant, often visceral, always essential' Musa Okwonga Journalism in the UK is 94 per cent white and 55 per cent male, while only 0.4 per cent of journalists are Muslim and 0.2 per cent are Black. The publishing industry’s statistics are equally dire. Many publications will use British Black, Indigenous People of Colour when it’s convenient; typically, when the region the writer represents is topical and newsworthy. Otherwise, their voices are left muted. Haramacy amplifies under-represented voices. Tackling topics previously left unspoken, this anthology offers a space for writers to explore ideas that mainstream organisations overlook. Focusing on the experiences of twelve Middle Eastern and South Asian writers, the essays explore visibility, invisibility, love, strength and race, painting a picture of what it means to feel fractured - both in the UK and back home. Appreciating both heritage and adopted home, the anthology highlights the various shades that make up our society. The title, Haramacy, is an amalgamation of the Arabic word ‘haram’, meaning indecent or forbidden, and the English word ‘pharmacy’, implying a safe, trustworthy space that prescribes the antidote to ailments caused by intersectional, social issues. The book features contributions by novelists, journalists, and artists including Aina J. Khan, Ammar Kalia, Cyrine Sinti, Joe Zadeh, Kieran Yates, Nasri Atallah, Nouf Alhimiary, Saleem Haddad and Sanjana Varghese, as well as essays by editors Dhruva Balram, Tara Joshi and Zahed Sultan.
This is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
In Terrible Old Games You've Probably Never Heard Of, Stuart Ashen has created a collection of hilarious and damning reviews of some of the most bizarre, frustrating, pointless and downright terrible video games ever made. And he would know. . . he's played them all. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls. These are the most appalling games that ever leaked from the industry's tear ducts and have long since been (rightly) relegated to the dusty shelves of history. Welcome to a world of games you never knew existed. You will probably wish you still didn't.
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Jeff Selingo, journalist and editor-in-chief of the Chronicle for Higher Education, argues that colleges can no longer sell a four-year degree as the ticket to success in life. College (Un)Bound exposes the dire pitfalls in the current state of higher education for anyone concerned with intellectual and financial future of America.
In October 1934, the Chinese Communist Army found itself facing annihilation, surrounded by hundreds of thousands of Nationalist soldiers. Rather than surrender, 86,000 Communists embarked on an epic flight to safety. Only thirty were women. Their trek would eventually cover 4,000 miles over 370 days. Under enemy fire they crossed highland awamps, climbed Tibetan peaks, scrambled over chain bridges, and trudged through the sands of the western deserts. Fewer than 10,000 of them would survive, but remarkably all of the women would live to tell the tale. Unbound is an amazing story of love, friendship, and survival written by a new master of adventure narrative.