Gamescape: Overworld


Book Description

A dying boy on a dying planet plays a dangerous, sophisticated, and addictive game that could save his life—if it doesn’t kill him first. A complex, gorgeous, literary thriller for fans for Ernest Cline, Brandon Sanderson, Orson Scott Card, and M.T. Anderson. In a futuristic version of Earth, society is mostly controlled by a company that produces an addictive virtual reality game called Chimera. Everyone plays Chimera. Defeating the levels is how you earn enough points for clothes, food, even medical enhancements. Miguel Anderson is good at it. In fact, he’s better than anyone he knows. He spends all of his free time playing, hoping to reach Level 25. At Level 25 you can pick any prize you want—and Miguel needs a new biometric heart. When the game runners announce a global competition to launch a new version with untold prizes, Miguel enters and becomes a team leader. That’s new for him—playing on a team. And complicated, as the game becomes a delicate power play between wholly unexpected players. This is the first of two books and features gorgeous writing, compelling action, and a flawed and memorable hero.




Spiritfarmer...the Other Secrets


Book Description

Out of fear, convention has ingrained, or perhaps pioneered, a standard where by most interesting facts are presented as fiction. As I had grown tired of fear, and tired of pretending, ..and perhaps because I am somewhat of a bully, ...I began to present interesting facts, ...as interesting facts. And that, fellow players, ...apparently is Friction. Spiritfarming, as 'self-help', represents a basic opposite to traditional self help, in that you do NOT struggle, strive, self discipline, improve, sacrifice, fix the world, care about the world, socialize, or change. You simply accept, and DO, ...'YOU'.




Gamescape: Underworld


Book Description




Trevayne


Book Description

Fearless and incorruptible, Andrew Trevayne is a self-made millionaire, former undersecretary of state, and current head of one of the nation’s most prestigious foundations. Now, at the express wish of the president, Trevayne undertakes an investigation into the “secret government”—and is soon swept up in a tidal wave of intrigue and danger. Beyond the corridors of official power he discovers a nightmare maze where billionaires mingle with Mafia dons, where sinister forces are poised to enact a chilling conspiracy, where Congress and even the presidency itself can be bought and sold, where survival hinges on a hair trigger. In this world, a man like Trevayne can easily become a pawn, an enemy—or a king. Praise for Robert Ludlum and Trevayne “A taut novel that spares no one.”—The New York Times “Brilliant . . . a story of power, intrigue, ambition, greed, corruption, and horror.”—King Features Syndicate “Don’t ever begin a Ludlum novel if you have work the next day.”—Chicago Tribune “A fascinating, meaty spine tingler.”—Library Journal BONUS: This edition includes an excerpt from Robert Ludlum’s The Bourne Identity.




Critical Play


Book Description

An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.




Falling Over Sideways


Book Description

A girl navigates the chaos of eighth grade while handling a family tragedy in this funny and honest novel by the author of Drums, Girls, and Dangerous Pie. Claire’s life is a joke . . . but she’s not laughing. While her friends seem to be leaping forward, she's dancing in the same place. The mean girls at school are living up to their mean name, and there’s a boy, Ryder, who’s just as bad, if not worse. And at home, nobody’s really listening to her—if anything, they seem to be more in on the joke than she is. Then into all of this (not-very-funny-to-Claire) comedy comes something intense and tragic—while her dad is talking to her at the kitchen table, he falls over with a medical emergency. Suddenly the joke has become very serious—and the only way Claire, her family, and her friends are going to get through it is if they can find a way to make it funny again. Praise for Falling Over Sideways “It’s a powerful and profound look at a family coping with unexpected change.” —Publishers Weekly, starred review “Authentic, funny, dramatic, fantastic.” —Kirkus Reviews “[Sonnenblick]does an exceedingly good job developing his adolescent characters . . . I would highly recommend this novel for any collection serving a middle school audience.” —School Library Journal




The Last True Love Story


Book Description

From the New York Times bestselling and critically acclaimed coauthor of All American Boys and author of The Gospel of Winter comes a cool, contemplative spin on hot summer nights and the classic teen love story as two teens embark on a cross-country journey of the heart and soul. The point of living is learning how to love. That’s what Gpa says. To Hendrix and Corrina, both seventeen but otherwise alike only in their loneliness, that sounds like another line from a pop song that tries to promise kids that life doesn’t actually suck. Okay, so: love. Sure. The thing about Corrina—her adoptive parents are suffocating, trying to mold her into someone acceptable, predictable, like them. She’s a musician, itching for any chance to escape, become the person she really wants to be. Whoever that is. And Hendrix, he’s cool. Kind of a poet. But also kind of lost. His dad is dead and his mom is married to her job. Gpa is his only real family, but he’s fading fast from Alzheimer’s. Looking for any way to help the man who raised him, Hendrix has made Gpa an impossible promise—that he’ll get him back east to the hill where he first kissed his wife, before his illness wipes away all memory of her. One hot July night, Hendrix and Corrina decide to risk everything. They steal a car, spring Gpa from his assisted living facility, stuff Old Humper the dog into the back seat, and take off on a cross-country odyssey from LA to NY. With their parents, Gpa’s doctors, and the police all hot on their heels, Hendrix and Corrina set off to discover for themselves if what Gpa says is true—that the only stories that last are love stories.







Coda (bk. 1)


Book Description

Revolution sings in the air when a teenage boy plays illegal, underground music in a dystopian, Corp-controlled world.




Stoner & Spaz


Book Description

A funny, in-your-face novel starring an unlikely teenage pair - a sheltered cinemaphile with cerebral palsy and the tattooed, straight-talking stoner who steals his heart. For sixteen-year-old Ben Bancroft - a kid with cerebral palsy, no parents, and an overprotective grandmother - the closest thing to happiness is hunkering alone in the back of the Rialto Theatre watching Bride of Frankenstein for the umpteenth time. Of course he waits for the lights to dim before making an entrance, so that his own lurching down the aisle doesn’t look like an ad for Monster Week. The last person he wants to run into is drugged-up Colleen Minou, resplendent in ripped tights, neon miniskirt, and an impressive array of tattoos. But when Colleen climbs into the seat beside him and rests a woozy head on his shoulder, Ben has that unmistakable feeling that his life is about to change. With unsparing humor and a keen flair for dialogue, Ron Koertge captures the rare repartee between two lonely teenagers on opposite sides of the social divide. It’s the tale of a self-deprecating protagonist who learns that kindred spirits can be found for the looking - and that the incentive to follow your passion can be set into motion by something as simple as a human touch.