Compulsory Games


Book Description

The best and most interesting stories by Robert Aickman, a master of the supernatural tale, the uncanny, and the truly weird. Robert Aickman’s self-described “strange stories” are confoundingly and uniquely his own. These superbly written tales terrify not with standard thrills and gore but through a radical overturning of the laws of nature and everyday life. His territory of the strange, of the “void behind the face of order,” is a surreal region that grotesquely mimics the quotidian: Is that river the Thames, or is it even a river? What does it mean when a prospective lover removes one dress, and then another—and then another? Does a herd of cows in a peaceful churchyard contain the souls of jilted women preparing to trample a cruel lover to death? Published for the first time under one cover, the stories in this collection offer an unequaled introduction to a profoundly original modern master of the uncanny.




All That Man Is


Book Description

Finalist for the 2016 Man Booker Prize Winner of the 2016 Paris Review Plimpton Prize for Fiction A magnificent and ambitiously conceived portrait of contemporary life, by a genius of realism Nine men. Each of them at a different stage in life, each of them away from home, and each of them striving--in the suburbs of Prague, in an overdeveloped Alpine village, beside a Belgian motorway, in a dingy Cyprus hotel--to understand what it means to be alive, here and now. Tracing a dramatic arc from the spring of youth to the winter of old age, the ostensibly separate narratives of All That Man Is aggregate into a picture of a single shared existence, a picture that interrogates the state of modern manhood while bringing to life, unforgettably, the physical and emotional terrain of an increasingly globalized Europe. And so these nine lives form an ingenious and new kind of novel, in which David Szalay expertly plots a dark predicament for the twenty-first-century man. Dark and disturbing, but also often wickedly and uproariously comic, All That Man Is is notable for the acute psychological penetration Szalay brings to bear on his characters, from the working-class ex-grunt to the pompous college student, the middle-aged loser to the Russian oligarch. Steadily and mercilessly, as this brilliantly conceived book progresses, the protagonist at the center of each chapter is older than the last one, it gets colder out, and All That Man Is gathers exquisite power. Szalay is a writer of supreme gifts--a master of a new kind of realism that vibrates with detail, intelligence, relevance, and devastating pathos.




Cold Hand in Mine


Book Description

'Reading Robert Aickman is like watching a magician work, and very often I'm not even sure what the trick was. All I know is that he did it beautifully.' Neil Gaiman For fans of Inside Number 9 and The League of Gentlemen -- with an introduction by Reece ShearsmithAickman's 'strange stories' (his preferred term) are constructed immaculately, the neuroses of his characters painted in subtle shades. He builds dread by the steady accrual of realistic detail, until the reader realises that the protagonist is heading towards their doom as if in a dream. Cold Hand in Mine, first published in 1975, stands as one of Aickman's finest collections and contains eight tales including 'Pages from a Young Girl's Journal' which won the World Fantasy Award. 'He had the ability to invest the daylight world with all the terrors of the night, and specialised in subverting notions of safety and sunshine into something sinister and unforgiving.' Christopher Fowler, Independent




Head Games


Book Description

Head Games is equal parts road novel, caper and historical fiction: a black comedy and wistful ballad of lost America rooted in borderland myth and history. Head Games' narrator is Hector Lassiter, now widowed and feeling his age. When Lassiter recovers Mexican General Pancho Villa's skull stolen from his grave by an American soldier-of-fortune, within hours of taking possession of it, Lassiter becomes a target of competing fraternities, Mexican bandits and U.S. intelligence services. The breakneck chase extends across 1957-1970 America - from the cantinas of old Mexico to the Venice, California set of Orson Welles' noir classic Touch of Evil, to the sanctum sanctorum of Yale's infamous Skull and Bones Society. The cast of characters includes Orson Welles, Marlene Dietrich, Jack Webb and a young gone-missing National Guardsman named "George W." "Strap in, hold on, enjoy the ride." -San Francisco Chronicle "HEAD GAMES is a gravel and mescal cocktail, a one-day burn, a novel of genuine piss and vinegar, the kind of book you thrust on people with the wild eyes and intent of a PCP freak." -Ray Banks




A Song of Stone


Book Description

Set in a war-torn country not unlike Bosnia, this internationally bestselling novel concerns a band of soldiers who find refuge in a rural castle.




Dumbing Us Down


Book Description

With over 70,000 copies of the first edition in print, this radical treatise on public education has been a New Society Publishers’ bestseller for 10 years! Thirty years in New York City’s public schools led John Gatto to the sad conclusion that compulsory schooling does little but teach young people to follow orders like cogs in an industrial machine. This second edition describes the wide-spread impact of the book and Gatto’s "guerrilla teaching." John Gatto has been a teacher for 30 years and is a recipient of the New York State Teacher of the Year award. His other titles include A Different Kind of Teacher (Berkeley Hills Books, 2001) and The Underground History of American Education (Oxford Village Press, 2000).




Painted Devils


Book Description

TALES OF HORROR FROM ENGLAND.




Man, Play, and Games


Book Description

According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.




Seven Games: A Human History


Book Description

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.




Reset


Book Description

Do video games promote violent behavior and slothful addiction... are they a complete waste of time? Or are video games among the most powerful learning tools known to man, with the potential to teach and inspire millions of game players? In ""Reset: Changing the Way We Look at Video Games,"" gaming journalist, bestselling author, and concerned parent Rusel DeMaria examines the pervasive myths and stereotypes about video games, turns them around and reveals another face: their potential to promote positive personal and social change. DeMaria delves deeply into the realities of the gaming world, analyzing both the business forces driving game development and the unique qualities that distinguish video games from any other form of popular media. Drawing on the latest learning research on play and learning, he explains that it is precisely these qualities -- a combination DeMaria calls video games' ""magic edge"" -- that make them such potentially powerful tools. Video games can teach and engage at the same time -- while not seeming to teach at all. He even offers a primer to help curious non-gamers begin to explore the gaming world and discover the hidden positive potential of video games for themselves.