Library
Revolutionaries at Sony: The Making of the Sony Playstation and The Visionaries Who Conquered The World of Video Games
Reiji Asakura * * * * - 0071355871 PlayStation is the hottest video-game platform going, and its $7 billion in annual sales now accounts for 23 percent of parent Sony's profits. In Revolutionaries at Sony, Reiji Asakura describes how this came about despite long odds and naysayers both within and without. Asakura gives all credit to Ken Kutaragi, a visionary executive engineer who recognized the possibilities when he first viewed Sony's revolutionary "System G" 3-D technology in 1984 and who still believes it has achieved only a fraction of its potential for launching "an entire world of computerized home entertainment." Asakura attributes much of the ongoing success to Kutaragi's reliance on more than "an engineer's point of view," noting that whenever he "came across an interesting idea, his thoughts quickly turned to how (it) could be successfully commercialized." Asakura, an economic and technology journalist based in Tokyo, is an unabashed cheerleader of the PlayStation and the people who created it, calling the product "a modern miracle" and Kutaragi "the hero of this book." But anyone curious about these incredibly popular games, which increasingly hook middle managers along with their children, should find the tale an interesting one. —Howard Rothman
Videogames: In the Beginning
Ralph H. Baer * * * * ~ 0964384817 THE REAL STORY BEHIND VIDEOGAMES Long before there was a Sony Playstation, Microsoft Xbox or Nintendo Gamecube, there was the Magnavox Odyssey, the world’s first home videogame console. But the story of videogames predates the Odyssey by six years. It begins in 1966 when a television engineer named Ralph H. Baer sat down at a New York bus station and entered history. Videogames: In The Beginning is Ralph H. Baer’s account of how today’s $11-billion per year videogame industry began. A meticulous note keeper, Baer presents in his own words the real story of what led to the Odyssey… and beyond. But he doesn’t end there. In this book Baer also examines other products that he has worked on such as Simon, the most popular electronic toy ever created. He also discusses his pioneering work into early forms of CD-ROMs and digital imagery. Whether you are a student of videogame design, a game player, or a fan of inventions and history, you are sure to find Baer’s history fascinating and informative. Included in this book are: • The actual four-page treatise that Baer presented to his employers • Original schematics and photos of the first videogame prototypes • Original top secret internal notes and memos • Original United States patents
Got Game: How the Gamer Generation Is Reshaping Business Forever
John C. Beck, Mitchell Wade * * * * - 1578519497 Managers Must "Get" Gamers…or Lose

Think video games are kids' stuff? Think again. Provocative new data shows that video games have created a new generation of employees and executives-bigger than the baby boom-that will dramatically transform the workplace. And according to strategists John C. Beck and Mitchell Wade, managers who understand and harness this generation's distinct attributes can leap far ahead of their competition.

Got Game shows how growing up immersed in video games has profoundly shaped the attitudes and abilities of this new generation. Though little-noticed, these ninety million rising professionals, through sheer numbers, will inevitably dominate business-and are already changing the rules.

While many of these changes are positive-such as more open communication and creative problem-solving-they have caused a generation gap that frustrates gamers and the boomers who manage them. Got Game identifies the distinct values and traits that define the gamer generation-from an increased appetite for risk to unexpected leadership skills-and reveals management techniques today's leaders can use to bridge the generation gap and unleash gamers' hidden potential.
Supercade: A Visual History of the Videogame Age 1971-1984
Van Burnham * * * * - 0262524201 It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science—one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.
Smartbomb, the Quest for Art, Entertainment, and Big Bucks in the Videogame Revo
Heather & Ruby, Aaron Chaplin B001S1VXY2
High Score! The Illustrated History of Electronic Games
Rusel DeMaria, Johnny L. Wilson * * * * ~ 0072224282 ..".overflowing with color screenshots, package art, reproductions of old game ads, shots of old machines, and photos of collectibles. Every picture triggers another memory, and before long you're awash in blissful recollections..."——"Computer Gaming World, August '02 ..".300+ pages offer a visually compelling record of the origins and development of electronic entertainment, so buy it for the pictures of rare game boxes and screens... it's a great nostalgia trip for old-timers and a primer on the industry's storied past for the less ancient reader."——"Computer Games, August '02 From pinball to PlayStation, this photo-packed volume chronicles the history of electronic games—which has become both a billion dollar industry as well as a cultural phenomenon. Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years—making this the ultimate tribute to electronic games.
Exploring the Matrix: Visions of the Cyber Present
Karen Haber * * * * - 0312313594 It is the beginning of the twenty-first century, and we are living on the cusp of change. Reality has already spawned one alternate state, and for many people virtual reality is now where they are most at home. But what happens when virtual worlds become indistinguishable from what we consider to be the real world? When you wake up from a dream, how do you know that you are not still dreaming? And if the reality we're in is virtual, who is doing the programming?

These questions, and many more like them, spin effortlessly out of the box-office mega-hit The Matrix. More than just a computer-aided shot-'em-up, more than just the latest cinematic expression of cyberpunk angst, The Matrix presented layer upon layer of challenging explorations of what the true nature of reality might be, and why this should (or should not) be important to us.

Exploring the Matrix presents eighteen thoughtful and thought-provoking essays on what the film had to say and exactly how it was said. Here you will discover the long and fascinating history of some of the themes set forth in the Wachowski Brothers' landmark film, why they are important, how they have been explored in the past, and their implications for the immediate future of human society. The true nature of reality in our current cyber-age is not a rhetorical question, but rather one that needs to be answered as we move closer to seamless virtual scenarios, accessible online, in video games . . . and perhaps ultimately as the result of uploading software to an implanted chip in the brain.

You can take the blue pill and stay in the dream, unaware of your status, or take the red pill and see just how deep the rabbit hole goes.
Attack of the Bacon Robots
Jerry Holkins, Mike Krahulik * * * * ~ 1593074441 Get your geek on! Penny Arcade, the comic strip for gamers, by gamers is now available in comic shops and bookstores everywhere. Not familiar with Penny Arcade? What? It's only the most popular comic strip on the web. It's the funniest, most twisted comic that ever lampooned gamer culture, and takes shots at everything from Star Wars to Steve Jobs. Experience the joy of being a hardcore gamer as expressed in vignettes of random vulgarity and mindless violence! Get online and direct your browser to penny-arcade.com, check out the latest strips, then, to read Penny Arcade from the very beginning, get the first collection, Attack of the Bacon Robots, which includes strips, sketches, and creator commentary not available anywhere else!
Penny Arcade Volume 2: Epic Legends Of The Magic Sword Kings
Jerry Holkins, Mike Krahulik * * * * * 1593075413 Verily, the heroes of Penny Arcade return in the second volume of valiant chivalric deeds of brave heroism, heroic gallantry and gallant bravery! Forsooth! Sir Gabe and Sir Tycho return in Epic Legends of the Magic Sword Kings! Collecting all the Penny Arcade strips posted online from 2001 and 2002, Volume 2 includes creator commentary, a sketchbook section and an introduction from somebody sort of famous! If you haven't heard of Penny Arcade, the most poplular online comic ever, it might not be too late to salvage whatever reputation you have and get in on the fun all the cool people have been having. We won't tell anyone.
Penny Arcade Volume 3: The Warsun Prophecies
Jerry Holkins, Mike Krahulik * * * * * 1593076355 So it was written, so it shall be. The coming foretold, sealed into the hands of fate by the lips of the prophets from another time. The mystery is revealed and the great plan will now come to its fruition! Its number shall be three. From the far horizons, across the deepest reaches of the ethereal gulf, the thunderous echo of its name shall be heard! PENNY ARCADE! Penny Arcade, the most powerful webcomic in the universe, returns! The third volume of this cultural and supernatural phenomenon, The Warsun Prophecies, brings you every Penny Arcade strip published online in 2002 A.D., encased with the dark secrets of the mad prophets known as Gabe and Tycho. Behold! It has been foretold!
Penny Arcade Volume 4: Birds Are Weird
Jerry Holkins, Mike Krahulik * * * * * 1593077734 OHMYGODDIDYOUSEETHAT?!? So, anyway, I'm sure you stopped by to find out what kinds of Penny Arcade goodness we will be lavishing upon you with this latest collection. Oh, and you came for the cinnamon almond biscotti, of course. But mostly you came because you can't get enough of the smash-hit web-comic Penny Arcade. Well, my friend, do we have the goods for you! All the Penny Arcade web-comics published online in 2003, a smorgasbord of commentary courtesy of Gabe and Tycho, and more bonus material than you can shake a pigeon at! Huh? Oh, sorry, did I say "pigeon?" I meant to say "stick." Sorry, but that bird is still really creeping me out. You can tell it's totally planning something. Can't you see it watching us, with its eyes!?! Man, birds are weird...
Penny Arcade Volume 5: The Case Of The Mummy's Gold
Jerry Holkins, Mike Krahulik * * * * * 1593078145 Join us, intrepid explorers, as we journey once again into the depths of the Penny Arcade archives, facing eldritch curses and monstrous perils aplenty in our quest to unearth the ancient treasures of the year 2004 A.D.! Marvel at the mysteries laid bare within - at these tales of epic gaming, appliances gone bad, square-dancing blood feuds, and so much more! Face, if you dare, the ominous foreboding of The Last Christmas, the challenging depths of Twisp and Catsby, and the poignant tragedy of The Wandering Age!
Parallel Worlds: A Journey Through Creation, Higher Dimensions, and the Future of the Cosmos
Michio Kaku * * * * ~ 1400033721 In this thrilling journey into the mysteries of our cosmos, bestselling author Michio Kaku takes us on a dizzying ride to explore black holes and time machines, multidimensional space and, most tantalizing of all, the possibility that parallel universes may lay alongside our own.

Kaku skillfully guides us through the latest innovations in string theory and its latest iteration, M-theory, which posits that our universe may be just one in an endless multiverse, a singular bubble floating in a sea of infinite bubble universes. If M-theory is proven correct, we may perhaps finally find answer to the question, “What happened before the big bang?” This is an exciting and unforgettable introduction into the new cutting-edge theories of physics and cosmology from one of the pre-eminent voices in the field.
The Ultimate History of Video Games: From Pong to Pokemon—The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent * * * * ~ 0761536434 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 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:
·The video game that saved Nintendo from bankruptcy
·The serendipitous story of Pac-Man's design
·The misstep that helped topple Atari's $2 billion-a-year empire
·The coin shortage caused by Space Invaders
·The fascinating reasons behind the rise, fall, and rebirth of Sega
·And much more!
Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
Power-Up: How Japanese Video Games Gave the World an Extra Life
Chris Kohler * * * * - 0744004241 BradyGames' Power-Up: How Japanese Video Games Gave the World an Extra Life, by Chris Kohler, is a unique book that gives readers an entertaining and authoritative look at the indelible influence the video gaming, particularly, Japanese gaming, has had on the world.Power-Up is the first English-language work of its kind to examine the reasons behind the success of Japanese video games, rather than focusing on the history of video games. Just some of the features readers will find in this book include: Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.
This product is available for sale worldwide.
Freakonomics [Revised and Expanded]: A Rogue Economist Explores the Hidden Side of Everything
Steven D. Levitt, Stephen J. Dubner * * * * - 0061234001 Economics is not widely considered to be one of the sexier sciences. The annual Nobel Prize winner in that field never receives as much publicity as his or her compatriots in peace, literature, or physics. But if such slights are based on the notion that economics is dull, or that economists are concerned only with finance itself, Steven D. Levitt will change some minds. In Freakonomics (written with Stephen J. Dubner), Levitt argues that many apparent mysteries of everyday life don't need to be so mysterious: they could be illuminated and made even more fascinating by asking the right questions and drawing connections. For example, Levitt traces the drop in violent crime rates to a drop in violent criminals and, digging further, to the Roe v. Wade decision that preempted the existence of some people who would be born to poverty and hardship. Elsewhere, by analyzing data gathered from inner-city Chicago drug-dealing gangs, Levitt outlines a corporate structure much like McDonald's, where the top bosses make great money while scores of underlings make something below minimum wage. And in a section that may alarm or relieve worried parents, Levitt argues that parenting methods don't really matter much and that a backyard swimming pool is much more dangerous than a gun. These enlightening chapters are separated by effusive passages from Dubner's 2003 profile of Levitt in The New York Times Magazine, which led to the book being written. In a book filled with bold logic, such back-patting veers Freakonomics, however briefly, away from what Levitt actually has to say. Although maybe there's a good economic reason for that too, and we're just not getting it yet. —John Moe
Watchmen
Alan Moore * * * * ~ 0930289234 Has any comic been as acclaimed as Alan Moore and Dave Gibbons' Watchmen? Possibly only Frank Miller's The Dark Knight Returns, but Watchmen remains the critics' favorite. Why? Because Moore is a better writer, and Watchmen a more complex and dark and literate creation than Miller's fantastic, subversive take on the Batman myth. Moore, renowned for many other of the genre's finest creations (Saga of the Swamp Thing, V for Vendetta, and From Hell, with Eddie Campbell) first put out Watchmen in 12 issues for DC in 1986-87. It won a comic award at the time (the 1987 Jack Kirby Comics Industry Awards for Best Writer/Artist combination) and has continued to gather praise since.

The story concerns a group called the Crimebusters and a plot to kill and discredit them. Moore's characterization is as sophisticated as any novel's. Importantly the costumes do not get in the way of the storytelling; rather they allow Moore to investigate issues of power and control—indeed it was Watchmen, and to a lesser extent Dark Knight, that propelled the comic genre forward, making "adult" comics a reality. The artwork of Gibbons (best known for 2000AD's Rogue Trooper and DC's Green Lantern) is very fine too, echoing Moore's paranoid mood perfectly throughout. Packed with symbolism, some of the overlying themes (arms control, nuclear threat, vigilantes) have dated but the intelligent social and political commentary, the structure of the story itself, its intertextuality (chapters appended with excerpts from other "works" and "studies" on Moore's characters, or with excerpts from another comic book being read by a child within the story), the finepace of the writing and its humanity mean that Watchmen more than stands up—it keeps its crown as the best the genre has yet produced. —Mark Thwaite
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole * * * ~ - 1559705981 Steven Poole's substantial examination of the world inside your console combines an exhaustive history of the games industry with a subtle look at what makes certain kinds of games more engaging than others. For example, what works in which genres—the RPG (role-playing game) versus the god game—and the relationship of video games to other forms of media.

A writer and composer, Poole makes the case that video games—like films and popular music—deserve serious critical treatment: "The inner life of video games—how they work—is bound up with the inner life of the player. And the player's response to a well-designed video game is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one." Trigger Happy is packed with references not just to games and game history but also to writers and theorists who may never have played a video game in their lives, from Adorno and Benjamin to Plato. At times this approach verges on the pedantic, dwelling at length on points that will seem obvious to serious gamers ("We don't want absolutely real situations in video games. We can get that at home"; "The fighting game, like fighting itself, will always be popular"). Nonetheless, Poole's book may be favored bedside reading for both the keen gamer and the armchair philosopher looking to understand this cultural phenomenon. —Liz Bailey, Amazon.co.uk
Harry Potter and the Deathly Hallows
J. K. Rowling * * * * ~ 0545010225 Readers beware. The brilliant, breathtaking conclusion to J.K. Rowling's spellbinding series is not for the faint of heart—such revelations, battles, and betrayals await in Harry Potter and the Deathly Hallows that no fan will make it to the end unscathed. Luckily, Rowling has prepped loyal readers for the end of her series by doling out increasingly dark and dangerous tales of magic and mystery, shot through with lessons about honor and contempt, love and loss, and right and wrong. Fear not, you will find no spoilers in our review—to tell the plot would ruin the journey, and Harry Potter and the Deathly Hallows is an odyssey the likes of which Rowling's fans have not yet seen, and are not likely to forget. But we would be remiss if we did not offer one small suggestion before you embark on your final adventure with Harry—bring plenty of tissues.

The heart of Book 7 is a hero's mission—not just in Harry's quest for the Horcruxes, but in his journey from boy to man—and Harry faces more danger than that found in all six books combined, from the direct threat of the Death Eaters and you-know-who, to the subtle perils of losing faith in himself. Attentive readers would do well to remember Dumbledore's warning about making the choice between "what is right and what is easy," and know that Rowling applies the same difficult principle to the conclusion of her series. While fans will find the answers to hotly speculated questions about Dumbledore, Snape, and you-know-who, it is a testament to Rowling's skill as a storyteller that even the most astute and careful reader will be taken by surprise.

A spectacular finish to a phenomenal series, Harry Potter and the Deathly Hallows is a bittersweet read for fans. The journey is hard, filled with events both tragic and triumphant, the battlefield littered with the bodies of the dearest and despised, but the final chapter is as brilliant and blinding as a phoenix's flame, and fans and skeptics alike will emerge from the confines of the story with full but heavy hearts, giddy and grateful for the experience. —Daphne Durham

Visit the Harry Potter Store
Our Harry Potter Store features all things Harry, including books, audio CDs and cassettes, DVDs, soundtracks, games, and more.

Begin at the Beginning
Harry Potter and the Sorcerer's Stone

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Paperback Harry Potter and the Chamber of Secrets

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Paperback Harry Potter and the Prisoner of Azkaban

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Paperback Harry Potter and the Goblet of Fire

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Paperback Harry Potter and the Order of the Phoenix

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Paperback Harry Potter and the Half-Blood Prince

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Paperback
Why We Love Harry
Favorite Moments from the Series
There are plenty of reasons to love Rowling's wildly popular series—no doubt you have several dozen of your own. Our list features favorite moments, characters, and artifacts from the first five books. Keep in mind that this list is by no means exhaustive (what we love about Harry could fill ten books!) and does not include any of the spectacular revelatory moments that would spoil the books for those (few) who have not read them. Enjoy.

Harry Potter and the Sorcerer's Stone
* Harry's first trip to the zoo with the Dursleys, when a boa constrictor winks at him.
* When the Dursleys' house is suddenly besieged by letters for Harry from Hogwarts. Readers learn how much the Dursleys have been keeping from Harry. Rowling does a wonderful job in displaying the lengths to which Uncle Vernon will go to deny that magic exists.
* Harry's first visit to Diagon Alley with Hagrid. Full of curiosities and rich with magic and marvel, Harry's first trip includes a trip to Gringotts and Ollivanders, where Harry gets his wand (holly and phoenix feather) and discovers yet another connection to He-Who-Must-No-Be-Named. This moment is the reader's first full introduction to Rowling's world of witchcraft and wizards.
* Harry's experience with the Sorting Hat.

Harry Potter and the Chamber of Secrets
* The de-gnoming of the Weasleys' garden. Harry discovers that even wizards have chores—gnomes must be grabbed (ignoring angry protests "Gerroff me! Gerroff me!"), swung about (to make them too dizzy to come back), and tossed out of the garden—this delightful scene highlights Rowling's clever and witty genius.
* Harry's first experience with a Howler, sent to Ron by his mother.
* The Dueling Club battle between Harry and Malfoy. Gilderoy Lockhart starts the Dueling Club to help students practice spells on each other, but he is not prepared for the intensity of the animosity between Harry and Draco. Since they are still young, their minibattle is innocent enough, including tickling and dancing charms.

Harry Potter and the Prisoner of Azkaban
* Ron's attempt to use a telephone to call Harry at the Dursleys'.
* Harry's first encounter with a Dementor on the train (and just about any other encounter with Dementors). Harry's brush with the Dementors is terrifying and prepares Potter fans for a darker, scarier book.
* Harry, Ron, and Hermione's behavior in Professor Trelawney's Divination class. Some of the best moments in Rowling's books occur when she reminds us that the wizards-in-training at Hogwarts are, after all, just children. Clearly, even at a school of witchcraft and wizardry, classes can be boring and seem pointless to children.
* The Boggart lesson in Professor Lupin's classroom.
* Harry, Ron, and Hermione's knock-down confrontation with Snape.

Harry Potter and the Goblet of Fire
* Hermione's disgust at the reception for the veela (Bulgarian National Team Mascots) at the Quidditch World Cup. Rowling's fourth book addresses issues about growing up—the dynamic between the boys and girls at Hogwarts starts to change. Nowhere is this more plain than the hilarious scene in which magical cheerleaders nearly convince Harry and Ron to jump from the stands to impress them.
* Viktor Krum's crush on Hermione—and Ron's objection to it.
* Malfoy's "Potter Stinks" badge.
* Hermione's creation of S.P.E.W., the intolerant bigotry of the Death Eaters, and the danger of the Triwizard Tournament. Add in the changing dynamics between girls and boys at Hogwarts, and suddenly Rowling's fourth book has a weight and seriousness not as present in early books in the series. Candy and tickle spells are left behind as the students tackle darker, more serious issues and take on larger responsibilities, including the knowledge of illegal curses.

Harry Potter and the Order of the Phoenix

* Harry's outburst to his friends at No. 12 Grimmauld Place. A combination of frustration over being kept in the dark and fear that he will be expelled fuels much of Harry's anger, and it all comes out at once, directly aimed at Ron and Hermione. Rowling perfectly portrays Harry's frustration at being too old to shirk responsibility, but too young to be accepted as part of the fight that he knows is coming.
* Harry's detention with Professor Umbridge. Rowling shows her darker side, leading readers to believe that Hogwarts is no longer a safe haven for young wizards. Dolores represents a bureaucratic tyrant capable of real evil, and Harry is forced to endure their private battle of wills alone.
* Harry and Cho's painfully awkward interactions. Rowling clearly remembers what it was like to be a teenager.
* Harry's Occlumency lessons with Snape.
* Dumbledore's confession to Harry.

Harry Potter and the Half-Blood Prince

* The introduction of the Horcrux.
* Molly Weasley asking Arthur Weasley about his "dearest ambition." Rowling has always been great at revealing little intriguing bits about her characters at a time, and Arthur’s answer "to find out how airplanes stay up" reminds us about his obsession with Muggles.
* Harry's private lessons with Dumbledore, and more time spent with the fascinating and dangerous pensieve, arguably one of Rowling’s most ingenious inventions.
* Fred and George Weasley’s Joke Shop, and the slogan: "Why Are You Worrying About You-Know-Who? You Should Be Worrying About U-NO-POO—the Constipation Sensation That's Gripping the Nation!"
* Luna's Quidditch commentary. Rowling created scores of Luna Lovegood fans with hilarious and bizarre commentary from the most unlikely Quidditch commentator.
* The effects of Felix Felicis.

Magic, Mystery, and Mayhem: A Conversation with J.K. Rowling

"I am an extraordinarily lucky person, doing what I love best in the world. I’m sure that I will always be a writer. It was wonderful enough just to be published. The greatest reward is the enthusiasm of the readers." —J.K. Rowling

Find out more about Harry's creator in our exclusive interview with J.K. Rowling.

Did You Know? The Little White Horse was J.K. Rowling's favorite book as a child. </ a> Jane Austen is Rowling's favorite author. Roddy Doyle is Rowling's favorite living writer.

A Few Words from Mary GrandPré

"When I illustrate a cover or a book, I draw upon what the author tells me; that's how I see my responsibility as an illustrator. J.K. Rowling is very descriptive in her writing—she gives an illustrator a lot to work with. Each story is packed full of rich visual descriptions of the atmosphere, the mood, the setting, and all the different creatures and people. She makes it easy for me. The images just develop as I sketch and retrace until it feels right and matches her vision." Check out more Harry Potter art from illustrator Mary GrandPré.
Harry Potter and the Order of the Phoenix
J. K. Rowling, Mary GrandPré * * * * ~ 0439358078 As his fifth year at Hogwarts School of Witchcraft and Wizardry approaches, 15-year-old Harry Potter is in full-blown adolescence, complete with regular outbursts of rage, a nearly debilitating crush, and the blooming of a powerful sense of rebellion. It's been yet another infuriating and boring summer with the despicable Dursleys, this time with minimal contact from our hero's non-Muggle friends from school. Harry is feeling especially edgy at the lack of news from the magic world, wondering when the freshly revived evil Lord Voldemort will strike. Returning to Hogwarts will be a relief... or will it?

The fifth book in J.K. Rowling's Harry Potter series follows the darkest year yet for our young wizard, who finds himself knocked down a peg or three after the events of last year. Somehow, over the summer, gossip (usually traced back to the magic world's newspaper, the Daily Prophet) has turned Harry's tragic and heroic encounter with Voldemort at the Triwizard Tournament into an excuse to ridicule and discount the teen. Even Professor Dumbledore, headmaster of the school, has come under scrutiny by the Ministry of Magic, which refuses to officially acknowledge the terrifying truth that Voldemort is back. Enter a particularly loathsome new character: the toadlike and simpering ("hem, hem") Dolores Umbridge, senior undersecretary to the Minister of Magic, who takes over the vacant position of Defense Against Dark Arts teacher—and in no time manages to become the High Inquisitor of Hogwarts, as well. Life isn't getting any easier for Harry Potter. With an overwhelming course load as the fifth years prepare for their Ordinary Wizarding Levels examinations (O.W.Ls), devastating changes in the Gryffindor Quidditch team lineup, vivid dreams about long hallways and closed doors, and increasing pain in his lightning-shaped scar, Harry's resilience is sorely tested.

Harry Potter and the Order of the Phoenix, more than any of the four previous novels in the series, is a coming-of-age story. Harry faces the thorny transition into adulthood, when adult heroes are revealed to be fallible, and matters that seemed black-and-white suddenly come out in shades of gray. Gone is the wide-eyed innocent, the whiz kid of Sorcerer's Stone. Here we have an adolescent who's sometimes sullen, often confused (especially about girls), and always self-questioning. Confronting death again, as well as a startling prophecy, Harry ends his year at Hogwarts exhausted and pensive. Readers, on the other hand, will be energized as they enter yet again the long waiting period for the next title in the marvelous, magical series. (Ages 9 and older) —Emilie Coulter
Harry Potter and the Chamber of Secrets
J.K. Rowling * * * * ~ 0439064864 Harry Potter and the Chamber of Secrets (Harry Potter #2) Hardcover by Scholastic FUN
Harry Potter and the Goblet of Fire
J.K. Rowling * * * * * 0439139597 In Harry Potter and the Goblet of Fire, J.K. Rowling offers up equal parts danger and delight—and any number of dragons, house-elves, and death-defying challenges. Now 14, her orphan hero has only two more weeks with his Muggle relatives before returning to Hogwarts School of Witchcraft and Wizardry. Yet one night a vision harrowing enough to make his lightning-bolt-shaped scar burn has Harry on edge and contacting his godfather-in-hiding, Sirius Black. Happily, the prospect of attending the season's premier sporting event, the Quidditch World Cup, is enough to make Harry momentarily forget that Lord Voldemort and his sinister familiars—the Death Eaters—are out for murder.

Readers, we will cast a giant invisibility cloak over any more plot and reveal only that You-Know-Who is very much after Harry and that this year there will be no Quidditch matches between Gryffindor, Ravenclaw, Hufflepuff, and Slytherin. Instead, Hogwarts will vie with two other magicians' schools, the stylish Beauxbatons and the icy Durmstrang, in a Triwizard Tournament. Those chosen to compete will undergo three supreme tests. Could Harry be one of the lucky contenders?

But Quidditch buffs need not go into mourning: we get our share of this great game at the World Cup. Attempting to go incognito as Muggles, 100,000 witches and wizards converge on a "nice deserted moor." As ever, Rowling magicks up the details that make her world so vivid, and so comic. Several spectators' tents, for instance, are entirely unquotidian. One is a minipalace, complete with live peacocks; another has three floors and multiple turrets. And the sports paraphernalia on offer includes rosettes "squealing the names of the players" as well as "tiny models of Firebolts that really flew, and collectible figures of famous players, which strolled across the palm of your hand, preening themselves." Needless to say, the two teams are decidedly different, down to their mascots. Bulgaria is supported by the beautiful veela, who instantly enchant everyone—including Ireland's supporters—over to their side. Until, that is, thousands of tiny cheerleaders engage in some pyrotechnics of their own: "The leprechauns had risen into the air again, and this time, they formed a giant hand, which was making a very rude sign indeed at the veela across the field."

Long before her fourth installment appeared, Rowling warned that it would be darker, and it's true that every exhilaration is equaled by a moment that has us fearing for Harry's life, the book's emotions running as deep as its dangers. Along the way, though, she conjures up such new characters as Alastor "Mad-Eye" Moody, a Dark Wizard catcher who may or may not be getting paranoid in his old age, and Rita Skeeter, who beetles around Hogwarts in search of stories. (This Daily Prophet scoop artist has a Quick-Quotes Quill that turns even the most innocent assertion into tabloid innuendo.) And at her bedazzling close, Rowling leaves several plot strands open, awaiting book 5. This fan is ready to wager that the author herself is part veela—her pen her wand, her commitment to her world complete. (Ages 9 and older) —Kerry Fried
Harry Potter and the Half-Blood Prince
J.K. Rowling * * * * ~ 0439785960 This must-read fantasy takes you inside Hogwarts again for Harry's 6th year. What's in store for the wizard and his friends? What danger does his greatest enemy have planned? And who is the half-blood prince? Find out in this long-awaited adventure! Winner of two 2005 Quill Book Awards: Best Children's Chapter Book in the middle grade category and readers' choice for Book of the Year!
Harry Potter and the Sorcerer's Stone
J.K. Rowling * * * * ~ 0590353403 Say you've spent the first 10 years of your life sleeping under the stairs of a family who loathes you. Then, in an absurd, magical twist of fate you find yourself surrounded by wizards, a caged snowy owl, a phoenix-feather wand, and jellybeans that come in every flavor, including strawberry, curry, grass, and sardine. Not only that, but you discover that you are a wizard yourself! This is exactly what happens to young Harry Potter in J.K. Rowling's enchanting, funny debut novel, Harry Potter and the Sorcerer's Stone. In the nonmagic human world—the world of "Muggles"—Harry is a nobody, treated like dirt by the aunt and uncle who begrudgingly inherited him when his parents were killed by the evil Voldemort. But in the world of wizards, small, skinny Harry is famous as a survivor of the wizard who tried to kill him. He is left only with a lightning-bolt scar on his forehead, curiously refined sensibilities, and a host of mysterious powers to remind him that he's quite, yes, altogether different from his aunt, uncle, and spoiled, piglike cousin Dudley.

A mysterious letter, delivered by the friendly giant Hagrid, wrenches Harry from his dreary, Muggle-ridden existence: "We are pleased to inform you that you have been accepted at Hogwarts School of Witchcraft and Wizardry." Of course, Uncle Vernon yells most unpleasantly, "I AM NOT PAYING FOR SOME CRACKPOT OLD FOOL TO TEACH HIM MAGIC TRICKS!" Soon enough, however, Harry finds himself at Hogwarts with his owl Hedwig... and that's where the real adventure—humorous, haunting, and suspenseful—begins. Harry Potter and the Sorcerer's Stone, first published in England as Harry Potter and the Philosopher's Stone, continues to win major awards in England. So far it has won the National Book Award, the Smarties Prize, the Children's Book Award, and is short-listed for the Carnegie Medal, the U.K. version of the Newbery Medal. This magical, gripping, brilliant book—a future classic to be sure—will leave kids clamoring for Harry Potter and the Chamber of Secrets and Harry Potter and the Prisoner of Azkaban. (Ages 8 to 13) —Karin Snelson
Harry Potter and the Prisoner of Azkaban
J.K. Rowling, Mary GrandPré * * * * * 0439136350 For most children, summer vacation is something to look forward to. But not for our 13-year-old hero, who's forced to spend his summers with an aunt, uncle, and cousin who detest him. The third book in J.K. Rowling's Harry Potter series catapults into action when the young wizard "accidentally" causes the Dursleys' dreadful visitor Aunt Marge to inflate like a monstrous balloon and drift up to the ceiling. Fearing punishment from Aunt Petunia and Uncle Vernon (and from officials at Hogwarts School of Witchcraft and Wizardry who strictly forbid students to cast spells in the nonmagic world of Muggles), Harry lunges out into the darkness with his heavy trunk and his owl Hedwig.

As it turns out, Harry isn't punished at all for his errant wizardry. Instead he is mysteriously rescued from his Muggle neighborhood and whisked off in a triple-decker, violently purple bus to spend the remaining weeks of summer in a friendly inn called the Leaky Cauldron. What Harry has to face as he begins his third year at Hogwarts explains why the officials let him off easily. It seems that Sirius Black—an escaped convict from the prison of Azkaban—is on the loose. Not only that, but he's after Harry Potter. But why? And why do the Dementors, the guards hired to protect him, chill Harry's very heart when others are unaffected? Once again, Rowling has created a mystery that will have children and adults cheering, not to mention standing in line for her next book. Fortunately, there are four more in the works. (Ages 9 and older) —Karin Snelson
ARCADE FEVER The Fan's Guide to The Golden Age of Video Games
John Sellers * * * * - 0762409371 Have You Mastered the Delicate Art of Hyperspace? Can You Say "Joystick" in Polite Conversation Without Blushing? Do You Remember the Difference Between Playing "Singles" and "Doubles"?

If you've answered "yes" to any of these questions, Arcade Fever is the book for you—the world's first illustrated history of video games, with tributes to 50 all-time favorites like Pac-Man, Donkey Kong, Defender, Q*Bert, Tetris, and many, many others. You want little-known tips, tricks, and secrets? You want behind-the-scenes creation stories from the original programmers? You want to read about the first guy who actually DIED playing a video game, or the arcade classic that inspired an episode of Seinfeld? It's all right here, in a jam-packed celebration of '70s and '80s arcade culture.

Includes:

o Interviews with programmers, musicians, animators, and other legends from the golden age of video games

o A chronological history of video arcades—from the first coin-operated arcade game (no, it wasn't Pong) to obscure classics like Elevator Action, Crazy Climber, and Food Fight

o Tons of rad '80s spin-off products, including home systems, pajamas, alarm clocks, Saturday morning cartoons, sugar-coated breakfast cereals, and a really bad movie starring Jeff Bridges as a programmer who gets sucked into a computer.
Game Over Press Start To Continue
David Sheff * * * * ~ 0966961706 The riveting story of Nintendo's conquest of the interactive entertainment industry offering true tales filled with cocky arrogance, confidence and international intrigue that rival any novel. Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.
The Race for a New Game Machine: Creating the Chips Inside the XBox 360 and the Playstation 3
David Shippy, Mickie Phipps * * * * - 0806531010
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution
Dean Takahashi * * * * - 0761537082 Inside Microsoft's Plan to Unleash an Entertainment Revolution
The video game industry is expected to double in sales over the next five years. It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?

In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.

If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.
"I had not thought it possible to write an entire book on a single game console. Takahashi has done it and done it well. Opening the Xbox is consistently interesting and very personable. It's also a book that should ruffle a few egos, including my own."
—Steven L. Kent, author, The Ultimate History of Video Games

"Opening the Xbox provides fascinating insights about the behind-the-scenes maneuvering at Microsoft. Takahashi's fly-on-the-wall style of writing is complemented by insightful analysis of the gaming industry and interesting vignettes about the personal lives of the Xbox creators. This book perfectly intertwines a compelling business story with human drama."
—Geoff Keighley, editor in chief, GameSlice

"Thoroughly researched, this book exposes the guts of the video game industry through the prism of Microsoft. Takahashi gives us an engrossing glimpse of an industry that's at once juvenile and ruthlessly systematic in its manufacturing of digital fun."
—Alex Pham, staff writer, Los Angeles Times

"Takahashi has meticulously researched this book. It's required reading for anyone interested in the next-generation console race."
—Tom Russo, director of program development, G4 Media

"Reads like The Soul of a New Machine for the new millennium. Dean provides insights into the people and the motivation behind Microsoft's high-stakes bid to break into the home-entertainment market. And, he doesn't miss a detail."
—Dawn C. Chmielewski, staff writer, San Jose Mercury News
Lucky Wander Boy
D.B. Weiss * * * * ~ 0452283949
The Power of Impossible Thinking: Transform the Business of Your Life and the Life of Your Business
Jerry Wind, Colin Crook, Robert Gunther * * * * ~ 0131425021 The world you live in is all in your mind, according to Wharton Business School Professors Yoram Wind and Colin Crook. The Power of Impossible Thinking is a witty and lucid translation of neuroscience research about "mental models"—the deeply ingrained assumptions and images that shape our reality and influence opportunities for success and failure. "Our models are gated communities," say Crook and Wind, who offer a superb crash course on the power and limit of mental models.

The key questions: How do you know when an old model is worn out? How do you avoid "cognitive lock," filtering out information that conflicts with your model? How do you know a new model will live up to its hype? Many of the answers lie in "Mind R&D"—developing an inventory of new and old models and refining your intuition to fit your current reality. These engaging ideas are detailed with portraits of three impossible thinkers (Oprah Winfrey, Starbucks CEO Howard Schultz and Intel's Andy Grove) and vivid examples (The music industry vs. Napster, a French fry cancer scare, O-rings on the Challenger). Wind and Crook make such a brilliant case for new ways of seeing that readers may wish for more coaching to recognize the obsolete models that keep us from changing our minds. —Barbara Mackoff


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