Battle Royale Ultimate Edition


Book Description

"Parental advisory explicit content" -- p. [1] of cover.




Battle Royale Ultimate Edition Volume 2


Book Description

A 9th grade class is transported to an island and forced to fight each other to the death on a reality television program.




Battle Royale Ultimate Edition Volume 5


Book Description

"Parental advisory explicit content"--Cover.




Battle Royale


Book Description

This classic yet controversial Japanese novel is available for the first time in English--a high-octane thriller about senseless youth violence that is a potent allegory of what it means to be young and survive in today's dog-eat-dog world.




Battle Royale Volume 4


Book Description

Reads from back to front and from right to left.




Battle Royale Volume 15


Book Description

In this final volume of the series, Noriko, Shuuya, and Kawada must kill Yonemi in order to escape the Battle Royale. Rated for mature readers.




FORTNITE (Official): The Ultimate Trivia Book


Book Description

Are you a true Fortnite expert? Find out in this official Epic Games trivia book, featuring the authentic Fortnite holographic seal. Packed with hundreds of quiz questions in five different levels of difficulty, this official trivia book from Epic Games is jam-packed with Battle Royale brainteasers to test your Fortnite expertise. Whether you're new to the game or an old hand, these questions will level up your knowledge and provide hours of fun. Are you up for the challenge? Your trivia test starts here!




Asian Comics


Book Description

Grand in its scope, Asian Comics dispels the myth that, outside of Japan, the continent is nearly devoid of comic strips and comic books. Relying on his fifty years of Asian mass communication and comic art research, during which he traveled to Asia at least seventy-eight times and visited many studios and workplaces, John A. Lent shows that nearly every country had a golden age of cartooning and has experienced a recent rejuvenation of the art form. As only Japanese comics output has received close and by now voluminous scrutiny, Asian Comics tells the story of the major comics creators outside of Japan. Lent covers the nations and regions of Bangladesh, Cambodia, China, Hong Kong, India, Indonesia, Korea, Malaysia, Myanmar, Nepal, the Philippines, Singapore, Sri Lanka, Taiwan, Thailand, and Vietnam. Organized by regions of East, Southeast, and South Asia, Asian Comics provides 178 black-and-white illustrations and detailed information on comics of sixteen countries and regions—their histories, key creators, characters, contemporary status, problems, trends, and issues. One chapter harkens back to predecessors of comics in Asia, describing scrolls, paintings, books, and puppetry with humorous tinges, primarily in China, India, Indonesia, and Japan. The first overview of Asian comic books and magazines (both mainstream and alternative), graphic novels, newspaper comic strips and gag panels, plus cartoon/humor magazines, Asian Comics brims with facts, fascinating anecdotes, and interview quotes from many pioneering masters, as well as younger artists.




Danganronpa 2: Ultimate Luck and Hope and Despair Volume 1


Book Description

The ultimate teenage murder game continues! Based on Danganronpa 2: Goodbye Despair video game, the sequel to the original video game Danganronpa. The manga series Ultimate Luck and Hope and Despair contains bonus scenes not shown in the video game! When a new class of students at the (in)famous Hope's Peak Academy find themselves on a surprise school trip to a tropical island, they also find that suspicion and death is the only ticket home from this so-called paradise! Here, in the name of "hope," Ultimate Lucky Student Nagito Komaeda is willing to kill anybody and everybody...including himself!




The Book of Esports


Book Description

The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.