Recommended Books
The Power Broker: Robert Moses and the Fall of New York
Author:
Robert A. Caro
ISBN 13:
978-0394720241
PULITZER PRIZE WINNER • A modern American classic, this huge and galvanizing biography of Robert Moses reveals not only the saga of one man’s incredible accumulation of power but the story of his shaping (and mis-shaping) of twentieth-century New York. One of the Modern Library’s hundred greatest books of the twentieth century, Robert Caro's monumental book makes public what few outsiders knew: that Robert Moses was the single most powerful man of his time in the City and in the State of New York. And in telling the Moses story, Caro both opens up to an unprecedented degree the way in which politics really happens—the way things really get done in America's City Halls and Statehouses—and brings to light a bonanza of vital information about such national figures as Alfred E. Smith and Franklin D. Roosevelt (and the genesis of their blood feud), about Fiorello La Guardia, John V. Lindsay and Nelson Rockefeller. But The Power Broker is first and foremost a brilliant multidimensional portrait of a man—an extraordinary man who, denied power within the normal framework of the democratic process, stepped outside that framework to grasp power sufficient to shape a great city and to hold sway over the very texture of millions of lives. We see how Moses began: the handsome, intellectual young heir to the world of Our Crowd, an idealist. How, rebuffed by the entrenched political establishment, he fought for the power to accomplish his ideals. How he first created a miraculous flowering of parks and parkways, playlands and beaches—and then ultimately brought down on the city the smog-choked aridity of our urban landscape, the endless miles of (never sufficient) highway, the hopeless sprawl of Long Island, the massive failures of public housing, and countless other barriers to humane living. How, inevitably, the accumulation of power became an end in itself. Moses built an empire and lived like an emperor. He was held in fear—his dossiers could disgorge the dark secret of anyone who opposed him. He was, he claimed, above politics, above deals; and through decade after decade, the newspapers and the public believed. Meanwhile, he was developing his public authorities into a fourth branch of government known as "Triborough"—a government whose records were closed to the public, whose policies and plans were decided not by voters or elected officials but solely by Moses—an immense economic force directing pressure on labor unions, on banks, on all the city's political and economic institutions, and on the press, and on the Church. He doled out millions of dollars' worth of legal fees, insurance commissions, lucrative contracts on the basis of who could best pay him back in the only coin he coveted: power. He dominated the politics and politicians of his time—without ever having been elected to any office. He was, in essence, above our democratic system. Robert Moses held power in the state for 44 years, through the governorships of Smith, Roosevelt, Lehman, Dewey, Harriman and Rockefeller, and in the city for 34 years, through the mayoralties of La Guardia, O'Dwyer, Impellitteri, Wagner and Lindsay, He personally conceived and carried through public works costing 27 billion dollars—he was undoubtedly America's greatest builder. This is how he built and dominated New York—before, finally, he was stripped of his reputation (by the press) and his power (by Nelson Rockefeller). But his work, and his will, had been done.
The Tombs of Atuan (2) (Earthsea Cycle)
Author:
Ursula K. Le Guin
ISBN 13:
978-1442459915
One of the Time 100 Best Fantasy Books Of All Time The Newbery Honor–winning second novel in the renowned Earthsea series from Ursula K. LeGuin gets a beautiful new repackage. In this second novel in the Earthsea series, Tenar is chosen as high priestess to the ancient and nameless Powers of the Earth, and everything is taken from her—home, family, possessions, even her name. She is now known only as Arha, the Eaten One, and guards the shadowy, labyrinthine Tombs of Atuan. Then a wizard, Ged Sparrowhawk, comes to steal the Tombs’ greatest hidden treasure, the Ring of Erreth-Akbe. Tenar’s duty is to protect the Ring, but Ged possesses the light of magic and tales of a world that Tenar has never known. Will Tenar risk everything to escape from the darkness that has become her domain? With millions of copies sold worldwide, Ursula K. Le Guin’s Earthsea Cycle has earned a treasured place on the shelves of fantasy lovers everywhere, alongside the works of such beloved authors as J.R.R. Tolkien and C.S. Lewis. Now the full Earthsea collection— A Wizard of Earthsea , The Tombs of Atuan , The Farthest Shore , Tehanu , Tales from Earthsea , and The Other Wind —is available with a fresh, modern look that will endear it both to loyal fans and new legions of readers.
Persuasive Games: The Expressive Power of Videogames (Mit Press)
Author:
Ian Bogost
ISBN 13:
978-0262514880
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, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.