Here are 34 books that Cheating fans have personally recommended if you like
Cheating.
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I have been a baseball fan since the New York Mets won the World Series in 1969. Unfortunately, I am not an athlete, so I needed to figure out how to experience the sport in my own way. That path led me to baseball analysis and fantasy and a career writing about them. I pinch myself every morning that I have been able to turn my passion into my career.
As someone who plays fantasy baseball and advises others on how to win, I was fascinated by Lewis’ real-world adventure covering the Oakland Athletics.
I had dabbled in trying to uncover underutilized statistics to evaluate talent in my own writings, but Billy Beane showed how someone in the pros was able to leverage undervalued skills to stay ahead of the competition. I found it a fascinating ride, and the book has become a classic (and a movie).
Moneyball is a quest for the secret of success in baseball. Following the low-budget Oakland Athletics, their larger-than-life general manger, Billy Beane, and the strange brotherhood of amateur baseball enthusiasts, Michael Lewis has written not only "the single most influential baseball book ever" (Rob Neyer, Slate) but also what "may be the best book ever written on business" (Weekly Standard).
I wrote this book because I fell in love with a story. The story concerned a small group of undervalued professional baseball players and executives, many of whom had been rejected as unfit for the big leagues, who had turned…
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
I always love to read books that do something or cover things that I’ll never be able to do on my own, and Gray crushes that in this book.
Through an awesome set of interviews with players, Gray breaks down how Black users encounter racism in gaming spaces and how they deal with the ongoing structural problems in games. Gray gives voice to perspectives that aren’t heard enough, and I learned a ton from this book.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming.
The normalization of whiteness and masculinity in digital culture inevitably…
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
Although there have been substantive developments in games since this book was published, it is a fantastic journey through the history of games up until its publication date. Knowing more about where games started and how they were developed for decades informs what games are now; really understanding games requires some history.
I found this to be a smooth, propulsive read, which is not true of a lot of video game histories.
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.
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
I always love finding work that challenges how I see things and shifts my perspective in some way. This is one of those books!
Even better, whenever I teach a group about this book and the arguments it makes about games a handful of people have a deep transformation about their understanding of games.
Reading this book will shake up how you think about video games, what they do, and how they work. And you might be in that group of people who can’t stop seeing the world in a different way because of your new perspective!
Argues for the queer potential of video games
While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly.
In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive…
Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.
This smart and at-times hilarious book takes serious, analytical, video game criticism and runs it through the meatgrinder of the gaming- and drug-addicted mind of an adult player. It is a memoir, a love story, and a guide to understanding why, as the title suggests, video games absolutely matter.
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games.
In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
This book is just out and reflects the latest scholarship in historical game studies by a new leading academic. Wright’s book tackles one of the biggest players in the video game industry, Rockstar Games, and seeks to understand how Rockstar plays with American history, culture, and our notions of authenticity. Essential reading.
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses.
But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, this book…
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
David Sudnow’s Breakout: Pilgrim in the Microworld is perhaps the earliest account of a person’s obsession with a video game.
Sudnow’s diary-like approach to his relationship with the 1976 arcade game Breakout is captivating. It reads like improv jazz (which isn’t surprising considering Sudnow himself was an accomplished jazz pianist).
For example, here’s Sudnow describing the moments before starting the final phase of his longest game so far: “I feel the attempted seduction of the long lobbing interim, a calm before the storm, the action so laid back that I’m consciously elaborating a rhythm to be ready, set, go for a slam.”
Sudnow shows us that what might seem like simple bleeps and bloops to most people can instead be a life-affirming awakening to others. And how can something so powerful not warrant respect?
Tell your non-gaming friends: video games are poetry!
Just as the video game console market was about to crash into the New Mexico desert in 1983, musician and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari's Breakout, one of the earliest hits of the arcade world.
Originally released under the title Pilgrim in the Microworld, Sudnow's groundbreaking longform criticism of a single game predates the rise of serious game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book's modern readers remain fascinated…
My interest in bureaucratic power and its pervasive control grew out of my social and feminist activity no less than from my critical thinking about State institutions. Combining field research as a social anthropologist with my activism exposed me to the harmful implications of bureaucratic power. I delved into social and gender power relations in contexts like absorption centers with immigrants from Ethiopia, women's empowerment projects in "developing" countries, threatened motherhood in the welfare state, and others. My personal experience as an involved participant enabled me to better understand the ethnocentric and exploiting nature of international development projects, of Israeli "absorbing" agencies, and of child care policies.
This book served me greatly in teaching courses on education and social stratification in Israel.
Its ethnography is fascinating and although it was published some 55 years ago its insights are still compelling and relevant. The book exposes the veiled bureaucratic interests which pull the strings behind the curtains of the educational system rather than ideals of justice and equity.
This critical analysis influenced my understanding with regard to the emergence of discrimination and racism that were the outcomes of concentrating Ethiopian children in separate classes for a long time.
Born and raised in Mississippi, I have long been fascinated with the natural history of the South and of the Americas in general. And as an outdoorsy guy, a NOLS graudate, mountain-biker, trail-runner, and paddler, I revel in reading accounts of the early days of Western exploration in the woodlands, mountains, and coastal regions of our hemisphere. Finally, as an avid reader and now author, I constantly seek out enthralling and wide-ranging narratives about exploration, outdoor adventure, and the natural world.
William Bartram is the first great Native American naturalist.
His Travels recount his journeys through the American Southeast between 1773 and 1776, and contain unparalleled descriptions of the flora and fauna of the region, as well as his ethnographic studies of Native Americans there. The Library of America edition is top-notch.
Artist, writer, botanist, gardener, naturalist, intrepid wilderness explorer, and self-styled “philosophical pilgrim,” William Bartram was an extraordinary figure in eighteenth-century American life. The first American to devote himself to what we would now call the environment, Bartram was the most significant American writer before Thoreau and a nature artist who rivals Audubon. He was also a pioneering ethnographer whose works are a crucial source for the study of the Indian cultures of southeastern America. The Library of America presents the first collection of his writings and the largest gathering of his remarkable drawings ever published.
I have been fascinated by the weather since as a schoolboy I avidly followed the cricket scores and the fate of tomorrow’s match. This co-dependence of my passion for cricket with the state of the weather turned into a professional career as, first, a research scientist and then later a professor of geography, I studied the idea of climate and the many ways in which it intersects with our social, ecological and imaginative worlds. As human-caused climate change became a defining public and political issue for the new century, my interests increasingly focused on understanding why people think so differently about the climate, its changes, its future trajectory—and what to do about it.
Too often, climate change debates reduce to throwing around scientific facts – how much warming, how soon will it happen, how many people will it affect, and so on. Candis Callison recognises that such arguments don’t get us very far when deciding what to do. There are different types of facts. In this book she shows why the facts about climate change that really matter in different human worlds – in corporations, in religious groups, amongst journalists, in village communities – are social facts; these are shared ‘facts’ about what climate change means to different social formations. And it is through these diverse communal facts that climate change comes to matter.
During the past decade, skepticism about climate change has frustrated those seeking to engage broad publics and motivate them to take action on the issue. In this innovative ethnography, Candis Callison examines the initiatives of social and professional groups as they encourage diverse American publics to care about climate change. She explores the efforts of science journalists, scientists who have become expert voices for and about climate change, American evangelicals, Indigenous leaders, and advocates for corporate social responsibility.
The disparate efforts of these groups illuminate the challenge of maintaining fidelity to scientific facts while transforming them into ethical and moral…