The World of Fallout


Book Description

Examining the four main single player games in the franchise and its related spinoff games, this book explores the world of the popular role-playing video game, Fallout. Kenton Taylor Howard examines the maps of the games, the design of their worlds, and how the franchise has been expanded through fan-created video game modifications and tabletop games. This book highlights the importance of worldbuilding in the Fallout franchise, examining the extensive alternate history the game creates – diverging from real-world history in the early 1900s and resulting in a world that is destroyed by nuclear apocalypse in 2077 – and exploring how the series builds this detailed world over the course of many games. The book also examines how the franchise has served as an extended commentary on American militarism and expansionism. The series is closely examined through the lens of critical media studies, as well as relying on theoretical frameworks relating to video game design and world design. This book will be of interest to students, scholars, and enthusiasts of video game studies, video game design, media fandom and fan studies, transmedia studies, and imaginary worlds.




Fallout


Book Description

More than a high-stakes espionage thriller, Fallout painstakingly examines the huge costs of the CIA’s errors and the lost opportunities to halt the spread of nuclear weapons technology long before it was made available to some of the most dangerous and reckless adversaries of the United States and its allies. For more than a quarter of a century, while the Central Intelligence Agency turned a dismissive eye, a globe-straddling network run by Pakistani scientist A. Q. Khan sold the equipment and expertise to make nuclear weapons to a rogues’ gallery of nations. Among its known customers were Iran, Libya, and North Korea. When the United States finally took action to stop the network in late 2003, President George W. Bush declared the end of the global enterprise to be a major intelligence victory that had made the world safer. But, as investigative journalists Catherine Collins and Douglas Frantz document masterfully, the claim that Khan’s operation had been dismantled was a classic case of too little, too late. Khan’s ring had, by then, sold Iran the technology to bring Tehran to the brink of building a nuclear weapon. It had also set loose on the world the most dangerous nuclear secrets imaginable—sophisticated weapons designs, blueprints for uranium enrichment plants, plans for warheads—all for sale to the highest bidder. Relying on explosive new information gathered in exclusive interviews with key participants and previously undisclosed, highly confidential documents, the authors expose the truth behind the elaborate efforts by the CIA to conceal the full extent of the damage done by Khan’s network and to cover up how the profound failure to stop the atomic bazaar much earlier jeopardizes our national security today.




The World Book Encyclopedia


Book Description

The 'World Book Encyclopedia' was first published in 1917 as an 8-volume set. The encyclopedia has been expanded many times through the years and now has 22 volumes. This edition contains 2900 new or revised articles, 200 new or revised maps, 225 new photos, 212 new tables and charts, and 4890 pages are revised.




Story Mode


Book Description

Once considered niche, fringe, and the hobby of only outsiders or loners, video games have rapidly become one of the most popular and influential artistic forms of this century. Their imagery is near ubiquitous—children, adults, and even professional athletes know what a Fortnite dance is without having played the game, and every conversation about violence in media eventually turns toward Grand Theft Auto. We’ve reached a point where, through streaming platforms like Twitch, games don’t even need to be played to be enjoyed, as whole robust communities form around watching others play. Games have grown into more than just products; they’re touchstones, meaning that they’ve become popular enough for something radical to have happened: even while culture shapes our games, games have simultaneously begun shaping our culture. In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale. Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played. Combining sharp criticism of our most beloved and well-known video game series with a fascinating discussion of how our cultural values form, Story Mode is a truly original examination of the unique space games now occupy, from one of the sharpest games critics working today.




Playing with the Past


Book Description

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.




Hearings and Reports on Atomic Energy


Book Description




Congressional Record


Book Description




Green Planets


Book Description

Contemporary visions of the future have been shaped by hopes and fears about the effects of human technology and global capitalism on the natural world. In an era of climate change, mass extinction, and oil shortage, such visions have become increasingly catastrophic, even apocalyptic. Exploring the close relationship between science fiction, ecology, and environmentalism, the essays in Green Planets consider how science fiction writers have been working through this crisis. Beginning with H. G. Wells and passing through major twentieth-century writers like Ursula K. Le Guin, Stanislaw Lem, and Thomas Disch to contemporary authors like Margaret Atwood, China Miéville, and Paolo Bacigalupi—as well as recent blockbuster films like Avatar and District 9—the essays in Green Planets consider the important place for science fiction in a culture that now seems to have a very uncertain future. The book includes an extended interview with Kim Stanley Robinson and an annotated list for further exploration of "ecological SF" and related works of fiction, nonfiction, films, television, comics, children's cartoons, anime, video games, music, and more. Contributors include Christina Alt, Brent Bellamy, Sabine Höhler, Adeline Johns-Putra, Melody Jue, Rob Latham, Andrew Milner, Timothy Morton, Eric C. Otto, Michael Page, Christopher Palmer, Gib Prettyman, Elzette Steenkamp, Imre Szeman.




Doomsday Men


Book Description

It was the weapon to end all weapons: the doomsday device. A huge nuclear bomb so powerful that it could envelop the entire planet in a cloud of radioactive dust, and bring about instant extinction. This is the untold story of the Cold War’s most insane plan, the men behind it and how it nearly happened. It is also the history of humanity’s nightmare vision of a superweapon, showing how popular culture, from the stories of H. G. Wells and Jules Verne to films such as Planet of the Apes, Mad Max and Dr Strangelove itself have both shaped and reflected our darkest dreams.




Toxic Airs


Book Description

Toxic Airs brings together historians of medicine, environmental historians, historians of science and technology, and interdisciplinary scholars to address atmospheric issues on a spectrum of scales from body to place to planet. The chapters analyze airborne and atmospheric threats posed to humans, and contributors demonstrate how conceptions of toxicity have evolved and how humans have both created and mitigated toxins in the air. Specific topics discussed include medieval beliefs in the pestilent breath of witches, malarial theory in India, domestic and military use of tear gas, Gulf War Syndrome, Los Angeles smog, automotive emissions control, the epidemiological effects of air pollution, transboundary air pollution, ozone depletion, the contributions of contemporary artists to climate awareness, and the toxic history of carbon "die"-oxide. Overall, the essays provide a wide-ranging historical study of interest to students and scholars of many disciplines.