front cover of Reno, Las Vegas, and the Strip
Reno, Las Vegas, and the Strip
A Tale of Three Cities
Eugene P. Moehring
University of Nevada Press, 2024
Eugene P. Moehring analyzes the development of Reno and Las Vegas since 1945 with special emphasis on the years after 1970. Major factors that shaped the development of both cities were the growth of corporate gaming and megaresorts and increased personal leisure and affluence. Moehring provides an engaging, informative, and readable history of the divergent paths that Reno and Las Vegas took over the past forty years. Reno, the nation’s gambling mecca in the 1950s, led the way, developing the successful tourist economy that Las Vegas later embraced. Through the 1970s the two cities resembled each other greatly, but Las Vegas grew to achieve global significance, while Reno slowly declined, searching for new industries to power its future. Moehring shows that the development of the Las Vegas Strip was crucial to southern Nevada’s success. The casinos, hotels, and entertainments of the Strip, and the workers they supported, formed a new urban center ringed by offices, residences, shopping, and a major university. In effect, it became a third metropolis, governed by county commissioners, larger than Reno and Las Vegas combined.

Moehring brings the story of the three cities to the present day, examining lessons learned from the Great Recession and the efforts under way in all three metropolises to diversify their economies. Moehring makes an important contribution with the only current study of Nevada’s cities, focusing on urban development issues rather than social history or the gaming industry. As the service economy continues to grow, not only in Nevada but throughout the United States, Moehring’s work has many implications for urban studies and particularly the study of urban development in other metropolitan areas.
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front cover of The Secret of the Three Cities
The Secret of the Three Cities
An Introduction to Hindu Sakta Tantrism
Douglas Renfrew Brooks
University of Chicago Press, 1990
The esoteric Hindu traditions of Tantrism have profoundly influenced the development of Indian thought and civilization. Emerging from elements of yoga and wisdom traditions, shamanism, alchemy, eroticism, and folklore, Tantrism began to affect brahmanical Hinduism in the ninth century. Nevertheless, Tantrism and its key historical figures have been ignored by scholars. This accessible work introduces the concepts and practices of Hindu Sakta Tantrism to all those interested in Hinduism and the comparative study of religion.
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front cover of This Gaming Life
This Gaming Life
Travels in Three Cities
Jim Rossignol
University of Michigan Press, 2009

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.

It was the best thing that ever happened to me.”

So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.

Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.

Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”
—Chris Baker, Wired

This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”
—Raph Koster, game designer and author of A Theory of Fun for Game Design

“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”
—Joshua Davis, author of The Underdog

“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”
—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention

digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

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