Lucky Wander Boy


Book Description

Like "High Fidelity" for video game junkies, "Lucky Wander Boy" follows a child of the 80s on his quest to find the perfect game.




Lucky Wander Boy


Book Description

Like "High Fidelity" for video game junkies, "Lucky Wander Boy" follows a child of the 80s on his quest to find the perfect game.




Ready Reader One


Book Description

Ready Reader One explores the many ways literature depicts, engages with, and imagines videogames and gamers. The diverse group of authors included in this collection take an expansive view of “videogame literature,” with essays that consider written works ranging from life writing to speculative fiction to videogame guides created for the internet. In an age of ever-increasing gamification, in which gaming literacy is important to understanding popular culture and technological power, Ready Reader One examines the role of videogame literature in explaining not only how we play videogames, but how we read and write about them.




Virgil Wander


Book Description

A man seeks to rediscover his broken Midwestern community in a novel that “brims with grace and quirky charm” by the author of Peace Like a River (Bookpage). Movie house owner Virgil Wander is “cruising along at medium altitude” when his car flies off the road into icy Lake Superior. Though Virgil survives, his language and memory are altered. Awakening in this new life, Virgil begins to piece together the past. He is helped by a cast of curious locals—from a stranger investigating the mystery of his disappeared son, to the vanished man’s enchanting wife, to a local journalist who is Virgil’s oldest friend. Into this community returns a shimmering prodigal son who may hold the key to reviving their town. Leif Enger conjures a remarkable portrait of a region and its residents, who, for reasons of choice or circumstance, never made it out of their defunct industrial district. Carried aloft by quotidian pleasures including movies, fishing, necking in parked cars, playing baseball and falling in love, Virgil Wander is a journey into the heart of America’s Upper Midwest.




Lucky Penny


Book Description

If Penny Brighton didn't have bad luck, she'd have no luck at all. She lost her job. And her apartment. In the same day. But it's okay, her friend has a cozy storage unit she can crash in. And there's bound to be career opportunities at the neighborhood laundromat—just look how fast that 12-year-old who runs the place made it to management! Plus, there's this sweet guy at the community center, and maybe Penny can even have a conversation with him without being a total dork. Surely Penny is a capable of becoming an actual responsible adult, and if she can do that her luck’s bound to change! Right?




The Happy Book


Book Description

From the creator of ARCHIE THE DAREDEVIL PENGUIN comes the unique story of two friends who can't escape all the feels. Camper is happy as a clam and Clam is a happy camper. When you live in The Happy Book, the world is full of daisies and sunshine and friendship cakes . . . until your best friend eats the whole cake and doesn't save you one bite. Moving from happiness to sadness and everything in between, Camper and Clam have a hard time finding their way back to happy. But maybe happy isn't the goal--being a good friend is about supporting each other and feeling all the feels together. At once funny and thoughtful, The Happy Book supports social-emotional learning. It's a book to keep young readers company no matter how they're feeling!




100 Things Game of Thrones Fans Should Know & Do Before They Die


Book Description

Every Game of Thrones fan remembers where they were for Ned Stark's untimely demise, can hum the tune of "The Rains of Castamere," and can't wait to find out Daenerys Targaryen's next move. But do you know the real inspiration for the Red Wedding? Or how to book a trip to visit Winterfell? 100 Things Game of Thrones Fans Should Know & Do Before They Die is the ultimate resource for true fans. Whether you've read all of George R.R. Martin's original novels or just recently devoured every season of the hit show, these are the 100 things all Game of Thrones fans need to know and do in their lifetime. Pop culture critic Rowan Kaiser has collected every essential piece of Game of Thrones knowledge and trivia, as well as must-do activities, and ranks them all from 1 to 100, providing an entertaining and easy-to-follow checklist as you progress on your way to fan superstardom!




Crime and Deviance in Cyberspace


Book Description

This volume presents the reader with an interesting and, at times, provocative selection of contemporary thinking about cybercrimes and their regulation. The contributions cover the years 2002-2007, during which period internet service delivery speeds increased a thousand-fold from 56kb to 56mb per second. When combined with advances in networked technology, these faster internet speeds not only made new digital environments more easily accessible, but they also helped give birth to a completely new generation of purely internet-related cybercrimes ranging from spamming, phishing and other automated frauds to automated crimes against the integrity of the systems and their content. In order to understand these developments, the volume introduces new cybercrime viewpoints and issues, but also a critical edge supported by some of the new research that is beginning to challenge and surpass the hitherto journalistically-driven news stories that were once the sole source of information about cybercrimes.




Game


Book Description

A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.




The Meaning of Video Games


Book Description

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.