Here are 100 books that Intersectional Tech fans have personally recommended if you like
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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!
This is one of the foundational books in game studies and will shake up how you think about why and how people play games.
Consalvo introduces a concept called ‘avatar capital,’ which is about the reputation and relative fame players can chase within a game and its community. To acquire that capital, players often remake rules and expectations to excel.
A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.
The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games,…
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…
I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
If we want a better world, we have to be able to enact change. Play Like a Feminist is about feminism, equality, and games. But it’s also really about how we make change, how we rise up, and how we lift others up. Games can help to reveal not only the problems, but how we can protest those problems and make solutions. It shows us that play itself can be a form of protest.
An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives.
"You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender…
I’m a middle grade author, and I believe so much in the power of books to help broker conversations between kids and the adults in their lives, especially if those conversations are about things that are often tricky and tough to talk about. I love how middle grade fiction will fearlessly tackle these difficult topics, but does so well with heart and humor.
A Good Kind of Trouble is the beautiful story that follows the main character, Shayla, as she learns to use her voice and speak up for things that matters to her. The book has everything I love in a middle grade novel like humor and heart (Lisa is a master at describing junior high friendships and crushes!), but also engages honestly with the reader about important things like racism and social justice. This book can serve as a fantastic conversation starter for kids and parents and kids and teachers.
From debut author Lisa Moore Ramee comes this funny and big-hearted debut middle grade novel about friendship, family, and standing up for what's right, perfect for fans of Angie Thomas's The Hate U Give and the novels of Renee Watson and Jason Reynolds.
Twelve-year-old Shayla is allergic to trouble. All she wants to do is to follow the rules. (Oh, and she'd also like to make it through seventh grade with her best friendships intact, learn to run track, and have a cute boy see past her giant forehead.)
But in junior high, it's like all the rules have changed.…
I am a retired professor of kinesiology at North Central College in Naperville, Illinois. I am the former president of the North American Society for Sport History and vice-president of the International Society for the History of Physical Education and Sport, as well as a Fulbright Scholar. I have presented my research in more than three dozen countries and have over 250 publications, including 31 books, most of which pertain to sports history and sociology. I draw on my own history for inspiration and believe that sport has inspirational lessons for life.
This next one covers the concurrent growth of cities and athletics over the nineteenth and twentieth centuries. It provides much interest to readers in search of economic, social, and political history, ethnic assimilation, and the growth of municipal areas.
Riess reaches well beyond the professional leagues to elucidate the growth of youth sport, religious endeavors, and the use of public space in city planning among the often conflicting needs of disparate groups.
Comprehensive and thoughtful, City Games looks at the complex interrelationship and interdependency between sport and the city. Steven A. Riess shows how demographic growth, evolving special arrangements, social reform, the formulation of class and ethnic subcultures, the expansion of urban government, and the rise of political machines and crime syndicates all interacted to influence the development of sports in the United States.
I started my career as a historian of gender and sexuality, but in what I sometimes describe as a mid-career crisis I became a historian of the US Army. I love doing research in archives, piecing together the scraps of stories and conversations into a broader whole, figuring out how people made sense of the world they lived in. The books I write make arguments that I hope will be useful to other historians and to military leaders, but I also want people to enjoy reading them.
Kara Vuic gives us the story of young women who went to war—not those in the uniforms of military service, but those who were sent to help boost morale of the men who fought and to remind them of the homes they’d left behind.
She’s keenly aware of the complications and contradictions in the roles the women were expected to fulfill, and of the emotional toll of their work, but she also offers us a sense of their spirit of adventure and a glimpse of the more intimate aspects of 20th century US wars.
The story of the intrepid young women who volunteered to help and entertain American servicemen fighting overseas, from World War I through the wars in Afghanistan and Iraq.
The emotional toll of war can be as debilitating to soldiers as hunger, disease, and injury. Beginning in World War I, in an effort to boost soldiers' morale and remind them of the stakes of victory, the American military formalized a recreation program that sent respectable young women and famous entertainers overseas.
Kara Dixon Vuic builds her narrative around the young women from across the United States, many of whom had never…
I’m a narrative nonfiction writer whose subjects range from politics to professional football, from racial conflict to environmental destruction, from inner-city public education to social justice to spinal cord injury. The settings for my books range from the Galapagos Islands to the swamps of rural Florida, to Arctic Alaska. I typically live with and among my subjects for months at a time, portraying their lives in an intimately personal way.
This book is similar to mine, following a team of high school basketball players through a season, but it’s set in an urban environment: Brooklyn’s Coney Island. The boys it focuses on are African-American, the off-court struggles they and their community face (crime, violence, drug use, the lure of the streets, and the corruption of college basketball recruiters) differ from those that challenge the kids in remote Alaska, but the joy and solace they find in the game itself are the same. The writing is terrific—lucidly and intimately bringing to life the four boys whose lives it focuses on.
Darcy Frey chronicles the aspirations of four young men as they navigate the NCAA recruitment process, their only hope of escape from a life of crime, poverty, and despair.
It ought to be just a game, but basketball on the playgrounds of Coney Island is much more than that. In The Last Shot, the aspirations of a few of the neighborhood's most promising players reveal that what they have going for them (athletic talent, grace, and years of dedication) may not be enough to defeat what's working against them: woefully inadequate schooling, family circumstances that are often desperate, and the…
I’m a Shakespeare scholar with a particular interest in theatre history and the repertories of the London commercial playing companies of the late-sixteenth and early-seventeenth centuries. I’m particularly fascinated by the hundreds of plays written during this period that have not survived, whether as the result of fire, vandalism, censorship, or more mundane causes like a lack of interest in or opportunity for publication. The surviving plays from the period are the distinct minority; yet the plays lost to us were known to Shakespeare and his contemporaries, who often wrote in response to what else was being performed across London.
Some of the most exciting discoveries in theatre history in recent years have been archaeological, not archival: the excavation of the Curtain theatre’s foundations in Shoreditch, for example, and the revelation that it was rectangular and much larger than previously thought. Davies’ new book capitalises on a series of such findings and complements them with his own rigorous archival work, putting pressure on the very concept of a ‘playhouse’ and what it can be—or rather, what it meant to Shakespeare’s audiences.
This book offers an accessible introduction to England's sixteenth- and early seventeenth-century playing industry and a fresh account of the architecture, multiple uses, communities, crowds, and proprietors of playhouses.
It builds on recent scholarship and new documentary and archaeological discoveries to answer the questions: what did playhouses do, what did they look like, and how did they function? The book will accordingly introduce readers to a rich and exciting spectrum of "play" and playhouses, not only in London but also around England. The detailed but wide-ranging case studies examined here go beyond staged drama to explore early modern sport, gambling,…