The Story Game


Book Description

"Hypnotic, wise, and thunderously innovative."— T Kira Madden, author of Long Live the Tribe of Fatherless Girls A transcendent, profoundly imaginative memoir that explores the complexities of sisterhood, the cost of expectation, and the power of storytelling to shape—and ultimately repair—a life. In the humid dark of a eucalyptus-scented room, a woman named Hui lies on a mattress telling stories about herself to her listener, a little girl. She talks about her identity as the child of an immigrant, her feelings about being in a mixed-race marriage, her opinions on mental health. But as her stories progress, it becomes clear a volatile secret lurks beneath their surface. There are events in Hui’s past that have great significance for the person she’s become, but that have gone missing from her memory. What is it, exactly, that is haunting Hui? Who is the little girl she talks to? And who is Hui herself? As the conversation continues, what unfolds is a breathtaking, unexpected journey through layers of story toward truth and recovered identity; a memoir that reenacts, in tautly novelistic fashion, the process of healing that author Shze-Hui Tjoa moved through to recover memories lost to complex PTSD and, eventually, reconstruct her sense of self. Stunning in its originality and intimacy, The Story Game is a piercing tribute to selfhood and sisterhood, a genre-shattering testament to the power of imagination, and a one-of-a-kind work of art.




Being, Man, and Death


Book Description

Death, a perennial problem for philosophers and theologians, is especially crucial in the thought of Martin Heidegger. This penetrating commentary presents the concept of death as a unifying motif that illuminates many of the difficulties and obscurities of Heidegger's philosophy. Heidegger comes to see death as revealing the ultimate meaning not only of human existence, but of being itself. He thus confers upon the concept a force and sharpness, an ontological depth which is found in perhaps no other philosopher. This study corroborates the much-debated "turning" in Heidegger's philosophy. Demslce finds death to be the key not only to Heidegger's treatment of man and being, but also the key to his shift of focus from man to being. All Heidegger's various approaches to the theme of death are considered—his existential-phenomenological analysis of Dasein, his discussions of art, poetry, history, and language, and his new phenomenological approach to the ordinary things of life. The author approaches Heidegger on his own terms, allowing the philosopher to speak for himself. The present reading of Heidegger grows smoothly out of Heidegger's own intentions. The result is a revealing study of Heidegger's philosophy in its entirety, which answers some persistently perplexing questions about this difficult modern philosopher.




SG - Suicide Game


Book Description

SG- Suicide Game is a metaphor about the society where persons almost kill themselves to achieve their goals and forget their dreams, but, in the book you will find also real love, friendship, loyalty, hope and an unexpected finale showing the good essence of the human seed. Eight thousand candidates sign up for the Suicide Game. Only one can win. Their destination is the Night Stadium: a place of makeup and music, fear and adrenaline, blood and romance, celebration and death. Each candidate has his or her own reason for entering the Game. The Council runs the Game. The outcome of the Game is left to fate...in the laps of the gods. The candidates will jump to their deaths in order to win everything, before capacity crowds in the Stadium. The public follows every jump, live on TV and mobile device screens, choosing their favorite candidates and betting on their lives. Who will win the game? Candidate 0907 - Moma - the terrorist? Candidate 1518 - Fabio Giovanni Cristiani - the cyclist? Candidate 3507 - Anthony Henrik Gustav - the lawyer? Candidate 4914 - Jens Plaato - the politician? Candidate 4918 - Sarah Mondstein - the career woman? Candidate 5151 - Bianca White - just a girl ? Candidate 7195 - The Scientist? ...Or is it a completely different Candidate? The Game's community also includes geeks, mafia, makeup artists, master chefs, models, musicians, spies, terrorists, and many others. It boldly imagines a place where death and denial are interwoven with hope, choices and the innate desire for happiness. Impressive in the totality of its vision, it is an exploration of the best and worst things in our lives, our nightmares, and especially our dreams.




The Redemption of Alexander Seaton


Book Description

A sleuth to rival Shardlake or Cadfael - a mystery that will chill your blood. 'Transports your body and soul to another time and place' CRAIG RUSSELL 'A delight on all levels . . . engaging and moving' MANDA SCOTT 'A truly memorable and exciting read' HISTORICAL NOVELS REVIEW Banff, Scotland in the 1620s. A young man walks unsteadily through the streets. Is he just drunk or is there something more sinister happening? When he collapses in front of two sisters on that dark, wet night, the women guess that he's been poisoned. His body is discovered in the house of Alexander Seaton - a fallen minister, the discovery of whose clandestine love affair has left him disgraced. Why was the body in Seaton's house? And why would anyone want to murder this likeable young man? Seaton sets out to find answers, embarking on a journey not only through the darkest part of other men's souls, but also his own. A must-read for fans of Rory Clements and SJ Parris. ***************************** HEAR WHAT READERS ARE SAYING ABOUT THE REDEMPTION OF ALEXANDER SEATON 'A thrilling read' 5* Reader Review 'Utterly engrossing' 5* Reader Review 'Terrific stuff' 5* Reader Review 'An enthralling book' 5* Reader Review 'The best new crime novelist I have read since Fred Vargas and Jo Nesbo' 5* Reader Review




Game Wizards


Book Description

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.




The Post-9/11 Video Game


Book Description

This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.




You'll Die in Singapore


Book Description

Weakened by hunger, thirst and ill-treatment, author Charles McCormac, then a World War Two prisoner-of-war in Japanese-occupied Singapore, knew that if he did not escape he would die. With sixteen others he broke out of Pasir Panjang camp and began an epic two-thousand-mile escape from the island of Singapore, through the jungles of Indonesia to Australia. With no compass and no map, and only the goodwill of villagers and their own wits to rely on, the British and Australian POWs’ escape took a staggering five months and only two out of the original seventeen men survived. You’ll Die in Singapore is Charles McCormac’s compelling true account of one of the most horrifying and amazing escapes in World War Two. It is a story of courage, endurance and compassion, and makes for a very gripping read.




Games and Learning Alliance


Book Description

This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.




Statius and Epic Games


Book Description

Epic games are more than just an interlude; they reflect the realities of epic: heroism, power and war. This first major study of the athletic games in Statius' Thebaid Book 6 uses them to produce a new reading of the poem as a whole. It explores each event in Statius' games, discussing intertextual manoeuvres, historical context and poetic positioning, developing a theme from each: audience power, cosmic disruption, national identity, masculinity and the body, games and war, kingship and narrative control. This book uses a close reading of one part of one text to range over ancient literature. It casts light on the tradition of games in ancient epic as a whole, examining the works of Homer, Virgil, Apollonius, Ovid and Lucan. It is essential reading for the student of Statius and of ancient epic and of interest to historians of Roman society with an interest in sport and spectacle.




GameAxis Unwired


Book Description

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.