100 Best Games Books of All Time

We've researched and ranked the best games books in the world, based on recommendations from world experts, sales data, and millions of reader ratings. Learn more

Featuring recommendations from Richard Branson, Elon Musk, Bill Gates, and 68 other experts.
1

Ready Player One

The bestselling cult classic--soon to be a major motion picture directed by Steven Spielberg.



At once wildly original and stuffed with irresistible nostalgia, READY PLAYER ONE is a spectacularly genre-busting, ambitious, and charming debut--part quest novel, part love story, and part virtual space opera set in a universe where spell-slinging mages battle giant Japanese robots, entire planets are inspired by Blade Runner, and flying DeLoreans achieve light speed.

It's the year 2045, and the real world is an ugly place.

Like most of...
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Steve JurvetsonA gift to all of my Apple II programming buddies from high school and Dungeons & Dragons comrades. (Source)

Fabrice GrindaI have lots of books to recommend, but they are not related to my career path. The only one that is remotely related is Peter Thiel’s Zero to One. That said here are books I would recommend. (Source)

Dominic Steil[One of the books that had the biggest impact on .] (Source)

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2
WINNING MEANS FAME AND FORTUNE.
LOSING MEANS CERTAIN DEATH.
THE HUNGER GAMES HAVE BEGUN. . . .


In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. The Capitol is harsh and cruel and keeps the districts in line by forcing them all to send one boy and once girl between the ages of twelve and eighteen to participate in the annual Hunger Games, a fight to the death on live TV.

Sixteen-year-old Katniss Everdeen regards it as a death sentence when she steps forward to take her...
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Recommended by Bill Gates, Robert Muchamore, and 2 others.

Bill Gates[On Bill Gates's reading list in 2012.] (Source)

Robert MuchamoreA brutal, exciting, action-based sci-fi novel. Hugely popular and excellent fun. (Source)

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3
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100 plus sets of questions, or different lenses, for viewing a game�s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board,... more
Recommended by Ryan Hoover, Katherine Isbister, and 2 others.

Ryan HooverAlthough it's about gaming, the learnings and tactics in the book can be applied to any product. It's really about psychology and how people think. (Source)

Katherine IsbisterThis book is written by a very respected game design practitioner and academic, and it is one of the classics. (Source)

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4
SPARKS ARE IGNITING.
FLAMES ARE SPREADING.
AND THE CAPITAL WANTS REVENGE.


Against all odds, Katniss Everdeen has survived the Hunger Games. She and fellow District 12 tribute Peeta Mellark are miraculously still alive. Katniss should be relieved, happy even. Yet nothing is the way Katniss wishes it to be. Gale holds her at an icy distance. Peeta has turned his back on her completely. And there are whispers of a rebellion against the Capitol - a rebellion that Katniss and Peeta may have helped create.

Much to her shock, Katniss has fueled an unrest that...
more

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5
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what... more

Alexis OhanianMade [my co-founder and I] think, 'Well, if these guys could do it, why can’t we?' (Source)

Duncan Jones@dannyodwyer I cant wait to see this. The book is fascinating, and I remember watching with bulging fan-boy eyes during those halcyon days! (Source)

Chris OliverMasters of Doom. Many of us started our careers in programming because we wanted to make games. This book covers the story of John Romero and John Carmack as they created ID software making Doom, Quake, and many other games we grew up playing as kids. It's truly inspiring for any software developer. (Source)

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6
Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.

The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. For the professional game developer to the interested young gamer, this updated...
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Tom ChatfieldToday we are seeing a new form of it, but in order to really understand it properly, we need to begin with this really deep evolutionary hold that games have on us. (Source)

Jesper BylundOne of the most important books I’ve ever read is A Theory of Fun by Raph Koster. It creatively describes how “fun” is created and what it is. Which might sound trivial, but as a designer and developer of tools, this is by far the most important design principle I’ve discovered. Basically, why would you do anything if it wasn’t fun? Thankfully, this book describes how to make anything fun. (Source)

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7

Mockingjay (The Hunger Games, #3)

My name is Katniss Everdeen.
Why am I not dead?
I should be dead.


Katniss Everdeen, girl on fire, has survived, even though her home has been destroyed. Gale has escaped. Katniss's family is safe. Peeta has been captured by the Capitol. District 13 really does exist. There are rebels. There are new leaders. A revolution is unfolding.

It is by design that Katniss was rescued from the arena in the cruel and haunting Quarter Quell, and it is by design that she has long been part of the revolution without knowing it. District 13 has come out of the shadows...
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8

Ender's Game

Once again, Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who?

Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child.

Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations...
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Mark ZuckerbergOh, it’s not a favorite book or anything like that, I just added it because I liked it. I don’t think there’s any real significance to the fact that it’s listed there and other books aren’t. (Source)

Timothy FerrissAt one point, this was the only book listed on Mark Zuckerberg’s Facebook page. If it’s good enough to be the sole selection of the founder of Facebook, maybe there’s something to it. The plot: In anticipation of another attack from a hostile alien race, the search for a brilliant military strategist has led to Ender Wiggin. In space combat school, Ender stands out, demonstrating exceptional... (Source)

Travis KalanickAbout a kid who is trained by the military to play video games [...] But he realizes at the end that the video games he was playing were an actual war. (Source)

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9

Everything a player needs to create heroic characters for the world’s greatest roleplaying game
 
The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.
 
Use this book to create exciting characters from among the most iconic D&D® races and classes.
 
Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters...
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10
Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey... more

Aaron Greenberg@vickyfloresn @kingdiarmuid Great book! (Source)

Cliff Bleszinski@dizcrowell Book is great. @jasonschreier (Source)

Anoop AnthonyA journalistic masterpiece about the grueling production journeys of some of today's most successful video games. Having worked in video game development for about three years, I know that making video games is one of the hardest jobs in the world. Video games are fun when you play them, but creating AAA titles involves long hard hours, vast budgets, and herculean team efforts. Video game... (Source)

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Don't have time to read the top Games books of all time? Read Shortform summaries.

Shortform summaries help you learn 10x faster by:

  • Being comprehensive: you learn the most important points in the book
  • Cutting out the fluff: you focus your time on what's important to know
  • Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
11
More than 31 million people in the UK are gamers. The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for... more
Recommended by Xi-Wei Yeo, Bogdana Butnar, and 2 others.

Xi-Wei YeoIf you’re into gamification, like myself and my team, I highly, highly recommend Reality is Broken, by Jane McGonigal, Actionable Gamification by Yu-Kai Chou, and Gamify: How Gamification Motivates People to do Extraordinary Things, by Biran Birke. Jane McGonigal is essentially the Martha Stewart of gamification (sans prison sentence), and Yu-Kai Chou is doing great things in the field,... (Source)

Bogdana ButnarI thought I might put my money where my mouth is. I keep whining that young people are not in touch with some essential books on advertising that have helped me shape the way I practise my trade today, but I never did anything about it. So I am starting here the ultimate books to read list. I will add to it as I get suggestions and as more good books get written. (Source)

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12

The Player of Games

The Culture--a humanoid/machine symbiotic society--has thrown up many great Game Players. One of the best is Jernau Morat Gurgeh, Player of Games, master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel & incredibly wealthy, to try their fabulous game, a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game and with it the challenge of his life, and very possibly his death. less
Recommended by Elon Musk, Mark Zuckerberg, and 2 others.

Elon MuskCompelling picture of a grand, semi-utopian galactic future. Hopefully not too optimistic about AI. (Source)

Mark ZuckerbergThis is a change of pace from all the recent social science books. Instead, it's a science fiction book about an advanced civilization with AI and a vibrant culture. (Source)

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13

Rules of Play

Game Design Fundamentals

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a...
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Recommended by Bret Victor, and 1 others.

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14
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

The Dungeon Master's Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.

Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!

- The third of three core rulebooks, this book contains tools a Dungeon Master needs to provide...
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15
A New York Times Bestseller

Kyle Keeley is the class clown, popular with most kids, (if not the teachers), and an ardent fan of all games: board games, word games, and particularly video games. His hero, Luigi Lemoncello, the most notorious and creative gamemaker in the world, just so happens to be the genius behind the building of the new town library.

Lucky Kyle wins a coveted spot to be one of the first 12 kids in the library for an overnight of fun, food, and lots and lots of games. But when morning comes, the doors remain locked. Kyle and the other winners...
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16

Call of Cthulhu

Horror Roleplaying (Call of Cthulhu RPG)

CALL OF CTHULHU is Chaosium's classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos. CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an... more

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17

Advanced Dungeons & Dragons Players Handbook

This is the first of the series of the world famous AD & D role-playing aids. To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III less

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18
A menagerie of deadly monsters for the world’s greatest roleplaying game
 
The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders–a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures.
 
The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.
 
The leader in providing contemporary fantasy entertainment, Dungeons &...
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19
Inside the Games You Grew Up with but Never Forgot
With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.
This engrossing book...
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Don't have time to read the top Games books of all time? Read Shortform summaries.

Shortform summaries help you learn 10x faster by:

  • Being comprehensive: you learn the most important points in the book
  • Cutting out the fluff: you focus your time on what's important to know
  • Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
21
Dark Horse Books and Nintendo team up to bring you The Legend of Zelda: Hyrule Historia, containing an unparalleled collection of historical information on The Legend of Zelda franchise. This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators... more

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22
This is the Story of The American Military Adventure in Iraq. The Heart of the story Fiasco has to tell, which has never been told before, is that of a Military occupation whose leaders failed to see a blooming insurgency for what it was and as a result lead their soldiers in such a way that the insurgency became inevitable. less

Patrick CockburnWhen you read about Iraq, you need to know that it is a country more divided than almost anywhere else in the world. (Source)

Bryan Callen[Bryan Callen recommended this book on the podcast "The Tim Ferriss Show".] (Source)

Jeremy GreenstockRicks writes fluently and eloquently. His book shows what the Americans thought about Iraq, and what they thought the Iraqis thought. (Source)

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23

Hoyle's Rules of Games

In 1742, Edmond Hoyle published the definitive book on whist, the most popular card game of his day.

More than 250 years later, Hoyle is still the definitive name when it comes to the rules of games, from bridge to backgammon, Scrabble to blackjack. This handy reference guide has now been updated and expanded and includes rules, strategies, and playing odds for more than 250 games.

Readers will learn how to play, hone their strategies, and settle disputes with this newest edition of the classic reference guide.
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24

Replay

The History of Video Games

A riveting account of the strange birth and remarkable evolution of the most important development in entertainment since television, Replay is the ultimate history of video games. Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms. less

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25
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming... more

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26
"A mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the videogame industry--in development as a feature film from Sony PicturesIn 1990, Nintendo had a virtual monopoly on the videogame industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But all that would change with the arrival of Tom Kalinske, a former Mattel executive who knew nothing about videogames and... more

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27
SCRABBLE may be truly called America's game. But for every group of "living-room players" there is someone who is "at one with the board." In Word Freak, Stefan Fatsis introduces readers to those few, exploring the underground world of colorful characters for which the Scrabble game is life — playing competitively in tournaments across the country. It is also the story of how the Scrabble game was invented by an unemployed architect during the Great Depression and how it has grown into the hugely successful, challenging, and beloved game it is today. Along the way, Fatsis chronicles his own... more

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28
Core Rulebook I

Tools and options to create characters for Dungeons and Dragons Role Playing Game. Updates bard, druid, monk, paladin, and ranger, spell lists and levels, skills, more feats.
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29

Bobby Fischer Teaches Chess

This book is essentially a teaching machine. The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the... more

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30
Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know.
 
Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video...
more

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Don't have time to read the top Games books of all time? Read Shortform summaries.

Shortform summaries help you learn 10x faster by:

  • Being comprehensive: you learn the most important points in the book
  • Cutting out the fluff: you focus your time on what's important to know
  • Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
31
In Homo Ludens, the classic evaluation of play that has become a "must-read" for those in game design, Dutch philosopher Johan Huizinga defines play as the central activity in flourishing societies. Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and... more
Recommended by Tom Chatfield, and 1 others.

Tom ChatfieldIt’s a book about the way that play precedes culture, and is a distinct and very complicated human phenomenon, which the author sees as giving rise to much that we think of as civilisation… (Source)

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32
The Hobbit meets Moneyball in this definitive book on Dungeons & Dragons—from its origins and rise to cultural prominence to the continued effects on popular culture today. Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an... more

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33
A fascinating meditation on life as a contest of games to be completed and games to be continued--and on what lies beyond winning and losing. less

Jane McGonigalIt’s basically a book about games, but then it turns out it’s about the meaning of life. (Source)

Tom Critchlow@fkpxls Also it made me think of analogies to finite and infinite games. Have you read that book? If not you might enjoy it! (Source)

Kevin KellyGave me a mathematical framework for my own spirituality. (Source)

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34
This is the indispensable encyclopedia of fantasy role-playing and also the perfect companion to the referee's 2nd Edition Dungeon Master's Guide. Everything players need is here: how to determine a character's Strength, Wisdom, Charisma, and other abilities; the difference among the various fantasy races, from elves and halflings to dwarves, gnomes, and others; complete rules for character improvement; the most advantageous mapping and combat procedures; and much more, all in this easy-to-use, revised version of the classic role-playing rulebook. With this 2nd Edition, the best-selling... more

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35
Welcome to Battleschool.

Growing up is never easy. But try living on the mean streets as a child begging for food and fighting like a dog with ruthless gangs of starving kids who wouldn't hesitate to pound your skull into pulp for a scrap of apple. If Bean has learned anything on the streets, it's how to survive. And not with fists. He is way too small for that. But with brains.

Bean is a genius with a magician's ability to zero in on his enemy and exploit his weakness.

What better quality for a future general to lead the Earth in a final climactic battle...
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36
This is the source to be used by referees and players for creating imaginative situations while playing the AD&D game. To compliment the original version, we've added new cover art! This manual is ideal for intermediate through advanced players,ages 10 and up.

"This is the original source used by Dungeon Masters and players to create challenges and combat scenarios"

Within the covers of this book lurk the monsters that made the AD&D game famous. Elves, dwarves, dragons, orcs, ghosts, and werewolves come to life as you read their detailed descriptions. In...
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37
This is the complete guide to being an AD&D game Dungeon Master. Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more! less

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38

The Inner Game of Tennis

The Inner Game of Tennis will help you: use the mind/body connection and learn to trust yourself on the court; find the state of "relaxed concentration" that allows you to play at your best; utilize the "inner game principles to make the most of traditional instruction techniques; focus your mind to overcome nervousness and self-doubt; and build skills by smart practice, then put it all together in match play. Gallwey is one of the leading innovators in sports, and this new edition refines the techniques that he has perfected over his long career. His straightforward and concise style, clear... more

Rkun @ Tokyo@krkdnz @perepereden I've read that one since it's a classic, great book 👍 (Source)

Bill ColeGallwey was the first author to detail practical, in-the-trenches sports psychology techniques. He wasn’t really a theory guy or a data guy or a research guy, but practical techniques—his books are loaded with those. (Source)

Dave ElitchIt had a huge effect. (Source)

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39
A special collector's edition of the New York Times bestselling novel that inspired the international hit video game: The Witcher.

Geralt of Rivia is a witcher. A cunning sorcerer. A merciless assassin.

And a cold-blooded killer.

His sole purpose: to destroy the monsters that plague the world.

But not everything monstrous-looking is evil and not everything fair is good. . . and in every fairy tale there is a grain of truth.

For fans of the video game and the uninitiated alike, The Last Wish is the opening...
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Recommended by Rachel Miner, and 1 others.

Rachel Miner@tenoko1 @audible_com Feel ill equipped to answer as I have not read most of these, I am currently on book 4 of the Witcher series, I did enjoy book 1, I like the world and found some of the commentary of magic especially to be inspired, but it is flawed, you have to be forgiving to enjoy the journey (Source)

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40
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and... more
Recommended by Katherine Isbister, and 1 others.

Katherine IsbisterThis book is probably the book that launched the tremendous interest in games for learning. (Source)

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Don't have time to read the top Games books of all time? Read Shortform summaries.

Shortform summaries help you learn 10x faster by:

  • Being comprehensive: you learn the most important points in the book
  • Cutting out the fluff: you focus your time on what's important to know
  • Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
41
Every advanced society in the galaxy relies on the technology of the Protheans, an ancient species that vanished fifty thousand years ago. After discovering a cache of Prothean technology on Mars in 2148, humanity is spreading to the stars; the newest interstellar species, struggling to carve out its place in the greater galactic community.

On the edge of colonized space, ship commander and Alliance war hero David Anderson investigates the remains of a top secret military research station; smoking ruins littered with bodies and unanswered questions. Who attacked this...
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42

A Game of Thrones (A Song of Ice and Fire, #1)

Here is the first volume in George R. R. Martin’s magnificent cycle of novels that includes A Clash of Kings and A Storm of Swords. As a whole, this series comprises a genuine masterpiece of modern fantasy, bringing together the best the genre has to offer. Magic, mystery, intrigue, romance, and adventure fill these pages and transport us to a world unlike any we have ever experienced. Already hailed as a classic, George R. R. Martin’s stunning series is destined to stand as one of the great achievements of imaginative fiction.

A GAME OF THRONES

Long ago, in a time...
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Recommended by Elon Musk, and 1 others.

Elon MuskBest books in recent years imo are Iain Banks & George Martin. (Source)

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43
The Fiend Folio is a collection of monsters for use with Advanced Dungeons & Dragons, similar in format to the original Monster Manual and effectively a supplement to that book. less

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44
Enter a fantastic world of adventure!

The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil. Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!

This...
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45
Update to include:

Expansion on themes

Touch and touch screen controls

AR enabled games & incorporating real-world camera in to your game

Motion controls

Designing an app icon

Real world level design

Voice over for games and much more...

"Level Up! "covers the entire video game creation process. Readers will learn how to develop marketable ideas, learn what perils and pitfalls await them during a game's pre-production, production and post-production stages. Rogers' also provides creative ideas to serve...
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47
The story of Nintendo's rise and the beloved icon who made it possible.

Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape.

The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and...
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48

Dungeon World

Combining high-action dungeon crawling with cutting-edge rules, Dungeon World is a roleplaying game of fantasy adventure. You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.

Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!

Designed to be ready for you to hack, remix, and build new content, Dungeon...
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49

The Grasshopper

Games, Life and Utopia

Recommended by David Papineau, Nigel Warburton, and 2 others.

David PapineauThe overall argument of the book is that in utopia, where humans have all their material needs satisfied at the push of a button, what we would do would be play games. (Source)

Nigel WarburtonSuits thinks games are the highest intrinsic good and he’s found a light-hearted way of getting to that conclusion – by using arguments and considering counter-examples. (Source)

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50
For the first time, all five novels in the epic fantasy series that inspired HBO's "Game of Thrones "are together in one boxed set. An immersive entertainment experience unlike any other, A Song of Ice and Fire has earned George R. R. Martin--dubbed "the American Tolkien" by "Time" magazine--international acclaim and millions of loyal readers. Now here is the entire monumental cycle:
A GAME OF THRONES
A CLASH OF KINGS
A STORM OF SWORDS
A FEAST OF CROWS
A DANCE WITH DRAGONS
Winter is coming. Such is the stern motto of House Stark, the northernmost of the...
more
Recommended by Katie Keith, and 1 others.

Katie KeithMy favorite non-business book is the Game of Thrones/Song of Ice and Fire series by George R. R. Martin. I first got into this fantasy series when my daughter was very young. Escaping into such a complex, multi-faceted world was the perfect antidote to sleepless nights and other frustrations of having a young child! (Source)

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Don't have time to read the top Games books of all time? Read Shortform summaries.

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  • Cutting out the fluff: you focus your time on what's important to know
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51

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills.

Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game...

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52

Player's Handbook

Core Rulebook 1

The Dungeons & Dragons core rulebook has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to... more

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53

The Theory of Poker

Discusses theories and concepts applicable to nearly every variation of the game, including five-card draw (high), seven-card stud, hold 'em, lowball draw, and razz (seven-card lowball stud). This book introduces you to the Fundamental Theorem of Poker, its implications, and how it should affect your play. Other chapters discuss the value of deception, bluffing, raising, the slow-play, the value of position, psychology, heads-up play, game theory, implied odds, the free card, and semibluffing. Many of today's top poker players will tell you that this is the book that really made a difference... more

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54

Dungeons & Dragons Art & Arcana

A Visual History

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity.

Dungeons and Dragons is the most iconic and pervasive gaming franchise in the world. It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual...
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Recommended by Pascal Blanché, and 1 others.

Pascal Blanché@Vaughan3D Funny you ask me that, bought that amazing book a few weeks ago :) https://t.co/4b9ATIi4iJ (Source)

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55

Characteristics of Games

"Characteristics of Games" offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card... more

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56

Racing the Beam

The Atari Video Computer System

A study of the relationship between platform and creative expression in the Atari VCS.

The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural...
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57
Core Rulebook II

Create detailed worlds and dynamic adventures. Run game, non-player characters, magic items (including intelligent and cursed items, and artifacts), dictionary of special abilities, item pricing, and more.
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58

Blood of Elves (The Witcher, #1)

For more than a hundred years humans, dwarves, gnomes and elves lived together in relative peace. But times have changed, the uneasy peace is over and now the races once again fight each other - and themselves: Dwarves are killing their kinsmen, and elves are murdering humans and elves, at least those elves who are friendly to humans... Into this tumultuous time is born a child for whom the witchers of the world have been waiting.

Ciri, the granddaughter of Queen Calanthe, the Lioness of Cintra, has strange powers and a stranger destiny, for prophecy names her the Flame, one with...
more
Recommended by Emanuela Zaccone, and 1 others.

Emanuela Zaccone@denvercoder @CDPROJEKTRED @Xbox @XboxAmbassadors I can't stop! #RPG is my favorite genre and I love #TheWitcher since the first page of the first book. I played all the games of the series, but THIS ONE...is like the best game I've ever played 🤩🎮❤️ (Source)

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59
The extraordinary, ground breaking New York Times bestsellers The Hunger Games and Catching Fire, along with the third book in The Hunger Games trilogy by Suzanne Collins, Mockingjay, are available for the first time ever in a beautiful boxset edition. Stunning, gripping, and powerful. The trilogy is now complete! less

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60

World of Warcraft Chronicle

Volume 1

World of Warcraft: Chronicle Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be. This definitive tome of Warcraft history reveals untold stories about the birth of the cosmos, the rise of ancient empires, and the forces that shaped the world of Azeroth and its people.


This beautiful hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee, as well as a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph...
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61

Go for Beginners

Go is an ancient, subtly beautiful game of territory. But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form.

Go is the kind of game that one can learn in a day--and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception...
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62
An alternate cover for this isbn can be found here.

Here is the third volume in George R.R. Martin's magnificent cycle of novels that includes A Game of Thrones and A Clash of Kings. Together, this series comprises a genuine masterpiece of modern fantasy, destined to stand as one of the great achievements of imaginative fiction.

Of the five contenders for power, one is dead, another in disfavor, and still the wars rage as alliances are made and broken. Joffrey...
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Recommended by Elon Musk, and 1 others.

Elon MuskBest books in recent years imo are Iain Banks & George Martin. (Source)

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63
This NEW Edition features more than 100.000 playable two- to eight-
letter words. Hundreds of new words added from a variety of fields including facepalm, listicle, bitcoin, and emoji. Main entries include a brief definition, a part-of-speech label, and inflected forms for fast, easy word validation. Endorsed by the North American SCRABBLE Players Association for recreational and school use.
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64
Humanity has reached the stars, joining the vast galactic community of alien species. But beyond the fringes of explored space lurk the Reapers, a race of sentient starships bent on “harvesting” the galaxy’s organic species for their own dark purpose.

The Illusive Man, leader of the pro-human black ops group Cerberus, is one of the few who know the truth about the Reapers. To ensure humanity’s survival, he launches a desperate plan to uncover the enemy’s strengths—and weaknesses—by studying someone implanted with modified Reaper technology. He knows the perfect subject for his...
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65

Xanathar's Guide to Everything

Explore a plethora of fantastic new rules options for both players and Dungeon Masters in this supplement for the world's greatest roleplaying game

The Xanathar...
Waterdeep's most infamous crime lord, and a beholder to boot...
You'd be shocked to discover just how much he knows about you...
Yes, you... adventurers.

Assembled here for the first time is new information on adventurers of every stripe. In addition, you'll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar's personal...
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66

The Night Circus

The circus arrives without warning. No announcements precede it. It is simply there, when yesterday it was not. Within the black-and-white striped canvas tents is an utterly unique experience full of breathtaking amazements. It is called Le Cirque des Rêves, and it is only open at night.

But behind the scenes, a fierce competition is underway—a duel between two young magicians, Celia and Marco, who have been trained since childhood expressly for this purpose by their mercurial instructors. Unbeknownst to them, this is a game in which only one can be left standing, and the circus...
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67
Core Rulebook III

Fearsome and formidable foes lurk within. Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.

Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised "Monster Manual" holds a diverse cast of enemies and allies essential for any Dungeons & Dragons...
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68

Challenges for Game Designers

Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the... more

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69
Part critical essay, part manifesto, part DIY guide, and altogether unprecedented, Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change—and how a new generation of artists can change it. Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences.
 
Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own...
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70
Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.

The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be...
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  • Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
72
When they vanished fifty thousand years ago, the Protheans left their advanced technology scattered throughout the galaxy. The chance discovery of a Prothean cache on Mars allows humanity to join those already reaping the rewards of the ancient high-tech wizardry. But for one rogue militia, the goal is not participation but domination. Scientist Kahlee Sanders has left the Systems Alliance for the Ascension Project, a program that helps gifted biotic children harness their extraordinary powers. The programs most promising student is twelve-year-old Gillian Grayson, who is borderline autistic.... more

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73

Halo

The Fall of Reach

As the bloody Human-Covenant War rages on Halo, the fate of humankind may rest with one warrior, the lone SPARTAN survivor of another legendary battle... the desperate, take-no-prisoners struggle that led humanity to Halo--the fall of the planet Reach. Now, brought to life for the first time, here is the full story of that glorious, doomed conflict.

While the brutal Covenant juggernaut sweeps inexorably through space, intent on wiping out humankind, only one stronghold remains--the planet Reach. Practically on Earth's doorstep, it is the last military fortress to defy the...
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74
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.

Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression,...
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75

A Gamut of Games

"A genuine milestone in the literature of both games and mathematical recreations." — Martin Gardner, Scientific American
An authority on game history selects 38 of his all-time favorite amusements, including 22 of his own remarkable creations. Sid Sackson presents solitaire, strategy, and party games that can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper.
Diagrams and an abundance of examples, together with clear explanations of strategy and goals, show how to play such intriguing entertainments as Mate, a game of...
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76
A comet the color of blood and flame cuts across the sky. Two great leaders—Lord Eddard Stark and Robert Baratheon—who hold sway over an age of enforced peace are dead, victims of royal treachery. Now, from the ancient citadel of Dragonstone to the forbidding shores of Winterfell, chaos reigns. Six factions struggle for control of a divided land and the Iron Throne of the Seven Kingdoms, preparing to stake their claims through tempest, turmoil, and war.

It is a tale in which brother plots against brother and the dead rise to walk in the night. Here a princess masquerades as an...
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Recommended by Elon Musk, and 1 others.

Elon MuskBest books in recent years imo are Iain Banks & George Martin. (Source)

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77
For the millions who log in every day, Warcross isn’t just a game—it’s a way of life. The obsession started ten years ago and its fan base now spans the globe, some eager to escape from reality and others hoping to make a profit. Struggling to make ends meet, teenage hacker Emika Chen works as a bounty hunter, tracking down players who bet on the game illegally. But the bounty hunting world is a competitive one, and survival has not been easy. Needing to make some quick cash, Emika takes a risk and hacks into the opening game of the international Warcross Championships—only to accidentally... more

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78

Nemesis Games (The Expanse, #5)

The fifth novel in Corey's New York Times bestselling Expanse series--now being produced for television by the SyFy Channel!

A thousand worlds have opened, and the greatest land rush in human history has begun. As wave after wave of colonists leave, the power structures of the old solar system begin to buckle.

Ships are disappearing without a trace. Private armies are being secretly formed. The sole remaining protomolecule sample is stolen. Terrorist attacks previously considered impossible bring the inner planets to their knees. The sins of the past are returning to...
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79

Divergent (Divergent, #1)

In Beatrice Prior's dystopian Chicago world, society is divided into five factions, each dedicated to the cultivation of a particular virtue—Candor (the honest), Abnegation (the selfless), Dauntless (the brave), Amity (the peaceful), and Erudite (the intelligent). On an appointed day of every year, all sixteen-year-olds must select the faction to which they will devote the rest of their lives. For Beatrice, the decision is between staying with her family and being who she really is—she can't have both. So she makes a choice that surprises everyone, including herself.

During the...
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80

BioShock

Rapture

It's the end of World War II. FDR's New Deal has redefined American politics. Taxes are at an all-time high. The bombing of Hiroshima and Nagasaki has brought a fear of total annihilation. The rise of secret government agencies and sanctions on business has many watching their backs. America's sense of freedom is diminishing . . . and many are desperate to take that freedom back.

Among them is a great dreamer, an immigrant who pulled himself from the depths of poverty to become one of the wealthiest and admired men in the world. That man is Andrew Ryan, and he believed that great...
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81

Monster Manual (Dungeons & Dragons 3rd Edition)

This book, the third core rulebook for Dungeons & Dragons, contains stats for various monsters for the DM to use in his or her campaign. less

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82
When Derek Yu released Spelunky for free in 2008, his roguelike-inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation. Four years later, Spelunky's HD remake went on to become PC Gamer's Game of the Year and earn perfect scores from Polygon and Eurogamer. But how is a "perfect" game made?

Spelunky is Boss Fight's first autobiographical book: the story of a game's creation as told by its creator. Using his own game as a vehicle, Derek Yu discusses such wide-ranging topics as...
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84
The thrilling prequel to Dragon Age: Origins, the hit role-playing video game from award-winning developer BioWare!


Dragon Age: The Stolen Throne

 

After his mother, the beloved Rebel Queen, is betrayed and murdered by her own faithless lords, young Maric becomes the leader of a rebel army attempting to free his nation from the control of a foreign tyrant.

His countrymen live in fear; his commanders consider him untested; and his only allies are Loghain, a brash young outlaw who saved his life, and Rowan, the beautiful...
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85
Five books in one box! With nonstop action, huge plot twists, and tons of humor, this series will quickly have your 7- to 12-year-old video game fan begging for just one more chapter.

Getting sucked into a video game is not as much fun as you'd think. Sure, there are jetpacks, hover tanks, and infinite lives, but what happens when the game starts to turn on you? In this best-selling series, 12-year-old Jesse Rigsby finds out just how dangerous video games-and the people making those games - can be.

Book One: Trapped in a Video Game
Jesse hates...
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86

Doyle Brunson's Super System

Twice-world champion and Hall of Famer Doyle Brunson and five leading experts in their various specialties tell you when to raise, call, bet, and fold at hold 'em (limit and no-limit), 7-stud (high and low), draw poker, and lowball.

Collaborators David "Chip" Reese, Mike Caro, David Sklansky, Joey Hawthorne, and former world champion Bobby Baldwin. This treatise on professional-level poker is the result of over 10,000 hours of labor by the world's greatest players and theorists and has never been equaled in scope or value. This is the must-have book for serious poker players.
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87

Uncertainty in Games

In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening... more

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88

Sword of Destiny (The Witcher, #0.75)

The Witcher returns in this action-packed sequel to The Last Wish, in the series that inspired The Witcher video games.

Geralt is a witcher, a man whose magic powers, enhanced by long training and a mysterious elixir, have made him a brilliant fighter and a merciless assassin. Yet he is no ordinary murderer: his targets are the multifarious monsters and vile fiends that ravage the land and attack the innocent. He roams the country seeking assignments, but gradually comes to realise that while some of his quarry are unremittingly vile, vicious grotesques, others are the...
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89

Game Programming Patterns

Game Programming Patterns brings the benefits of reusable design patterns to the world of game programming. Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware.
Games have much in common with other software, but also a number of unique...
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91
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with... more

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94
This is the third of the series of world famous AD&D role-playing aids. It is the ideal vehicle of imagination for intermediate through advanced players and referees, ages 10 and up.

"the most complete alphabetical listing and description of the latest AD&D game creatures"

A must for the serious AD&D gameplayer. This manual contains all the new members,from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the expanded lists of lycanthropes, giants, and other beasts.
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95
Based on the science that shows that people middle-aged or older who solve word games and brainteasers have a significant cognitive advantage over those who do not, 399 Games, Puzzles & Trivia Challenges is the illustrated game book specifically created to cross-train the brain. Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain.

Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges,...
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96
In the aftermath of a colossal battle, the future of the Seven Kingdoms hangs in the balance—beset by newly emerging threats from every direction. In the east, Daenerys Targaryen, the last scion of House Targaryen, rules with her three dragons as queen of a city built on dust and death. But Daenerys has thousands of enemies, and many have set out to find her. As they gather, one young man embarks upon his own quest for the queen, with an entirely different goal in mind.

Fleeing from Westeros with a price on his head, Tyrion Lannister, too, is making his way to Daenerys. But his...
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Recommended by Elon Musk, and 1 others.

Elon MuskBest books in recent years imo are Iain Banks & George Martin. (Source)

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97

Trapped in a Video Game (Book 2)

The Invisible Invasion

Kids who love video games will love this second installment in the new 5-book series about 12-year old Jesse Rigsby and the wild adventures he encounters getting sucked into different video games.
 

After Full Blast, Jesse Rigsby and his friend Eric has sworn off video games. But when Jesse is offered the chance to save his friend Mark, of course he says, "Yes." Problem is, Jesse is invisible now, sucked into the world of Go Wild A Pokemon Go-style mobile game. To reach Mark, Jesse's going to have to shake the Bigfoot chasing him through the school library,...
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98
The Legend of Zelda(TM) Art and Artifacts contains over four hundred pages of fully realized illustrations from the entire thirty-year history of The Legend of Zelda(TM) including artwork from the upcoming The Legend of Zelda(TM) Breath of the Wild! Every masterwork is printed on high-quality paper in an oversized format so you can immerse yourself in the fine details of each piece. This book includes rare promotional pieces, game box art, instruction booklet illustrations, official character illustrations, sprite art, interviews with the artists, and much, much more!... more

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99
Frostmourne. It was caught in a hovering, jagged chunk of ice, the runes that ran the length of its blade glowing a cool blue. Below it was a dais of some sort, standing on a large gently raised mound that was covered in a dusting of snow. A soft light, coming from somewhere high above where the cavern was open to daylight, shone down on the runeblade. The icy prison hid some details of the sword's shape and form, exaggerated others. It was revealed and concealed at the same time, and all the more tempting, like a new lover imperfectly glimpsed through a gauzy curtain. Arthas knew the blade... more

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100
Harry Dresden, Chicago's only professional wizard, is about to have a very bad day…

Because as Winter Knight to the Queen of Air and Darkness, Harry never knows what the scheming Mab might want him to do. Usually, it’s something awful.

He doesn’t know the half of it…

Mab has just traded Harry’s skills to pay off one of her debts. And now he must help a group of supernatural villains—led by one of Harry’s most dreaded and despised enemies, Nicodemus Archleone—to break into the highest-security vault in town, so that they can then access the highest-security...
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Shortform summaries help you learn 10x faster by:

  • Being comprehensive: you learn the most important points in the book
  • Cutting out the fluff: you focus your time on what's important to know
  • Interactive exercises: apply the book's ideas to your own life with our educators' guidance.