The Camelot Code: The Once and Future Geek


Book Description

"Imagine The Sword in the Stone with a dash of Freaky Friday and a pinch of World of Warcraft--this funny, fast-paced adventure is chicken soup for the geek's soul." -- Zack Clark and Nick Eliopulos, authors of The Adventurers Guild series When young Arthur of Camelot accidentally time-travels to the 21st century and Googles himself, he discovers the not-so-happily ever after in store for him once he pulls the sword from the stone. Yes, he'll go from squire to sovereign basically overnight, but he'll also lose the love of his life to his best friend and eventually die in battle. What's a once-and-future king to do? Easy: stay in the future, where he'll actually have a future--and join the football team instead. Now, with the help of the great wizard Merlin, modern-day gamer-geeks Sophie and Stu find themselves in a race against time to get that sword pulled from the stone and the stubborn soon-to-be-king Arthur back to the past where he belongs.




The Camelot Code: Geeks and the Holy Grail


Book Description

Sophie must embark on her first official mission as a companion in the action-packed sequel to The Camelot Code! In the second book in the Camelot Code series, Sophie is now tasked with protecting the spirit of King Arthur throughout the ages, so it's no surprise when she and Stu get sucked in to another Arthurian adventure: get the Holy Grail into King Arthur's hands so he can drink from it and recover from a deadly illness. It's not easy, especially since Merlin's apprentice, Emrys, has accidentally turned the Grail into a gassy, fire-breathing baby dragon. And Merlin is the only one who can change it back. But Merlin's on spring break in modern-day Las Vegas (at the Excalibur, of course). And Sophie's super-popular (not to mention super-annoying) future stepsister, Ashley, has invited herself along for the ride. From sneaking a baby dragon through airport security to the ultimate showdown with the sorceress Morgana, deep in the land of Faerie, this new Camelot Code adventure will test not only the two geeks' courage, but also their very friendship. Spring break just got epic!




The Camelot Code, Book #1 The Once and Future Geek (The Camelot Code, Book #1)


Book Description

When young Arthur of Camelot accidentally time-travels to the 21st century and Googles himself, he discovers the not-so-happily ever after in store for him once he pulls the sword from the stone. Yes, he'll go from squire to sovereign basically overnight, but he'll also lose the love of his life to his best friend and eventually die in battle. What's a once-and-future king to do? Easy: stay in the future, where he'll actually have a future-and join the football team instead. Now, with the help of the great wizard Merlin, modern-day gamer-geeks Sophie and Stu find themselves in a race against time to get that sword pulled from the stone and the stubborn soon-to-be-king Arthur back to the past where he belongs. Complicating the plan? Lady Morgana-Arthur's sister and greatest enemy-has traveled to the future as well, determined to take Arthur out and seize the throne. Can Sophie and Stu use their gaming abilities to defeat the evil Morgana and set the timeline right? With the very existence of their friendship, their families, and the world as they know it (including pepperoni pizza!) at stake, they'll use every skill, power-up, and cheat code they know in their quest to save the day.




Dragon Ops


Book Description

From the beloved author of The Once and Future Geek comes this action-packed adventure set in a futuristic world filled with magic, monsters, and high-tech video gaming. One wrong move, and it's game over. Welcome to Dragon Ops, the world's first augmented-reality video-game theme park. Set on a once-deserted island, our three beta players—classic gamer geek Ian; his adventure-seeking sister, Lily; and their too-cool-for-gaming cousin, Derek—have been lucky enough to score an invite to play before the fully immersive experience opens to the public. But once inside, they find themselves trapped in a game taken over by a rogue AI dragon called Atreus, and suddenly the stakes go beyond the virtual world. With no cheat codes, guidebooks, save points, or do-overs, they'll need all their cunning and video-game hacks to beat the game . . . and survive in real life. Action-packed and unputdownable, Dragon Ops will thrill gamers and reluctant readers alike with high-tech adventure and electrifying twists and turns.




Dragon Ops: Dragons vs. Robots


Book Description

In this sci-fi adventure, the beloved author of Dragon Ops takes readers on a thrilling and heart-pounding journey through a high-stakes video game world. Now safely back at home, Ian and Lilli are free to return to normal life. Except there's a major problem: Ian keeps seeing the big bad boss dragon Atreus everywhere, and he can't tell whether it's real or in his imagination. So the internet is no longer an option. That's right. Ian, king of online gaming, is out on the soccer court instead. When Atreus shows up . . . everywhere, he knows he needs his sister. But he's legally obligated to never say Dra-er, the name of the game, so how is he supposed to ask for help? When Ian and Lilli finally sign back online, it's clear that Atreus has truly been released on the open web—and even worse, Ikumi has been kidnapped and imprisoned in a video game. It's back into virtual reality, but this time it's to Mech Ops, a futuristic world of zombies and evil robots—and the game's not even finished. Will Ian and Lilli have what it takes to jump through unfinished levels undetected? Or will they get booted . . . and even worse, are there do-overs in VR that isn't even built yet?




The Revolt of The Public and the Crisis of Authority in the New Millennium


Book Description

How insurgencies—enabled by digital devices and a vast information sphere—have mobilized millions of ordinary people around the world. In the words of economist and scholar Arnold Kling, Martin Gurri saw it coming. Technology has categorically reversed the information balance of power between the public and the elites who manage the great hierarchical institutions of the industrial age: government, political parties, the media. The Revolt of the Public tells the story of how insurgencies, enabled by digital devices and a vast information sphere, have mobilized millions of ordinary people around the world. Originally published in 2014, The Revolt of the Public is now available in an updated edition, which includes an extensive analysis of Donald Trump’s improbable rise to the presidency and the electoral triumphs of Brexit. The book concludes with a speculative look forward, pondering whether the current elite class can bring about a reformation of the democratic process and whether new organizing principles, adapted to a digital world, can arise out of the present political turbulence.




The Retake


Book Description

“A book about a time-traveling app? I’m in! Jen Calonita strikes again with a coming-of-age middle grade full of wit and a little bit of magic. “ —Sarah Mlynowski, New York Times bestselling author of the Whatever After and Upside Down Magic series "A brilliant friendship story that champions kindness, resilience and the courage to challenge long held expectations - both of others and of yourself." --Lauren Myracle, co-author of the New York Times best-selling Upside-Down Magic series You can retake your photos...but what if could redo moments in your life too? With one magical app, Zoe is able to do just that! A smart and funny twist on time travel from New York Times bestselling author Jen Calonita, for fans for Disney's Zapped and The Swap. Zoe knows that the only thing harder than middle school is losing a best friend. She and Laura used to do everything together from taking silly selfies, to joining all the same clubs together and even throwing surprise birthday parties for one another. But lately things have been weird between them. Now Laura will post a photo of her hanging out with other girls before responding to Zoe's simple text. She doesn't even want to sit with her at lunch anymore. Zoe is heartbroken--all she wants is for things to go back to normal. But then a magical app downloads on her phone...and things get even weirder! Suddenly Zoe can travel back in time to moments where her and Laura started drifting apart. It is like a dream come true. A chance for Zoe to mend their friendship. But as Zoe goes back to moments of middle school drama--sleepover games gone wrong, field trips with cliques and crushes, and school projects that bring on more-than-awkward encounters--she realizes that second chances don't always go as planned and that sometimes you need to trust the magic of new beginnings. The Retake is a picture-perfect look at tween friendship, that also explores more serious themes of social media pressure, bullying and what it means to be yourself. "Jen Calonita puts a magical spin on all-to-real middle school drama. Warm, witty and wise, The Retakeis for anyone who has broken up with a best friend and wished they could go back to the way it used to be."—Megan McCaferty, author of True to Your Selfie and Jessica Darling’s It List series "As addictive as your favorite app, you won't be able to put it down." - Stacy McAnulty, the author of The Miscalculations of Lightning Girl




Excalibur


Book Description

Retells, in graphic novel form, the tale of Arthur Pendragon who, raised in obscurity, draws a legendary sword from a stone and begins the life he was born to lead, guided by the elusive wizard Merlin.




Twinchantment


Book Description

In the kingdom of Kaloon, nothing is quite as it seems.... "Y-y-y-you," he stammered, and Flissa turned to see he'd gone ashen. "T-t-t-two of you!" Uh-oh. Flissa reached up and checked. Sure enough, her hood had fallen off. Their secret was out. Princesses Flissa and Sara are even closer than most twins. In fact, most of the kingdom thinks they're the same person. When magic was outlawed in Kaloon generations ago, twins, black cats, and other potentially -magical beings were outlawed, too. Since they were born, Flissa and Sara have pretended to be one princess, Flissara, trading off royal duties like attending glamorous balls, participating in fencing exhibitions, and making friends with other young nobles, all while hiding in plain sight. But when the first magical attack in years puts their mother's life in danger, the girls must break the rules that have protected them to save her. With a brave servant boy and his plucky black kitten as their guides, they set off on an epic quest to the Twists—a forbidden place full of dark magic—to find the evil mage who cursed the queen. With a case of mistaken identity, a wickedly powerful exile out for vengeance, and time running out for their mother, the twins might just need to make their own magic to save the day. In the first book of this new series, author Elise Allen brings to life a fantastical world filled with high-stakes adventure, incredible twists, and all the spark and humor of sisterhood.




This Gaming Life


Book Description

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.




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