Jumper: Griffin's Story


Book Description

As a "Jumper," Griffin can teleport to any place he has ever been, and he's on a quest to avenge the murder of his parents.




Jumper: Griffin's Story


Book Description

An original novel from Steven Gould, creator of the Jumper series, that tells the back story of Griffin O'Connor, a character created for the film of Jumper. What if you could jump? Go anywhere in the world in the blink of an eye? What would you do? Where would you go? What if you were only five years old? Griffin has a secret. It's a secret that he's sworn to his parents to keep, and never tell. Griffin is a Jumper: a person who can teleport to any place he has ever been. The first time was when he was five, and his parents crossed an ocean to protect the secret. The most important time was when he was nine. That was the day that the men came to his house and murdered his parents. Griffin knows that the men were looking for him, and he must never let them find him. Griffin grows up with only two goals: to survive, and to kill the people who want him dead. And a Jumper bent on revenge is not going to let anything stand in his way. Jumper is a major motion picture from 20th Century Fox/New Regency Productions, starring Hayden Christensen, Samuel L. Jackson, Diane Lane, and Jamie Bell. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




Reflex


Book Description

Davy, who teleports for government cases, is taken captive by a mysterious group of people who brainwash him for their own purposes, forcing Davy's teleportation-capable wife, Millie, to rescue him.




Impulse


Book Description

Cent, the daughter of a man brutally pursued by the government and other dangerous adversaries for his ability to teleport, triggers an avalanche while illegally snowboarding and discovers her own teleporting abilities.




Wildside


Book Description

A gateway to an alternate world is discovered on a farm by 18-year-old Charlie Noewell. That world is full of gold deposits, but empty of men. Charlie enrolls his friends to mine the gold and they bring it to this world. Which is when their problems begin. By the author of Jumper.




7th Sigma


Book Description

In the desert Southwest, Kimble Monroe and others fight for their lives against the "bugs," self-replicating, solar-powered, metal-eating machines.




Exo


Book Description

Award-winning author, Steven Gould, returns to the world of his classic novel Jumper in Exo, the sequel to Impulse, blending the drama of high school with world shattering consequences. Cent can teleport. So can her parents, but they are the only people in the world who can. This is not as great as you might think it would be—sure, you can go shopping in Japan and then have tea in London, but it's hard to keep a secret like that. And there are people, dangerous people, who work for governments and have guns, who want to make you do just this one thing for them. And when you're a teenage girl things get even more complicated. High school. Boys. Global climate change, refugees, and genocide. Orbital mechanics. But Cent isn't easily daunted, and neither are Davy and Millie, her parents. She's going to make some changes in the world.




The Wall Jumper


Book Description

In the Wall Jumper, real people cross the Wall not to defect but to quarrel with their lovers, see Hollywood movies, and sometimes just because they can't help themselves—the Wall has divided their emotions as much as it has their country.




Jumper


Book Description

For centuries Jumpers have lived among us—special individuals with the ability to teleport or "jump" nearly anywhere in the world. For almost as long, the Paladins, a secret and powerful order, have protected us from these dangerous and unpredictable individuals, sacrificing everything to keep humanity safe!




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.