Time Travel in Popular Media


Book Description

In recent years numerous films, television series, comic books, graphic novels and video games have featured time travel narratives, with characters jumping backward, forward and laterally through time. No rules govern time travel in these stories. Some characters move by machine, some by magic, others by unexplained means. Sometime travelers can alter the timeline, while others are prevented from causing temporal aberrations. The fluid forms of imagined time travel have fascinated audiences and prompted debate since at least the 19th century. What is behind our fascination with time travel? What does it mean to be out of one's own era? How do different media tell these stories and what does this reveal about the media's relationship to time? This collection of new essays--the first to address time travel across a range of media--answers these questions by locating time travel narratives within their cultural, historical and philosophical contexts. Texts discussed include Doctor Who, The Terminator, The Georgian House, Save the Date, Back to the Future, Inception, Source Code and others.




Rage


Book Description

An action-packed adventure based on the award-winning videogame from id Software, the creators of DOOM® and QUAKE®, Rage follows one man’s fight to save the future of humanity in a ravaged, post-apocalyptic world. The asteroid Apophis has annihilated Earth, and only a small percentage of humanity’s best and brightest have been saved. Buried deep below the ground in life-sustaining Arks, these chosen few are tasked with one vital mission—to restore civilization to a devastated planet hundreds of years after the impact. When Lieutenant Nick Raine emerges from his Ark, he finds a future indistinguishable from nightmare. Humankind has not been entirely destroyed on the surface world, and a primitive new society has emerged in which life is nasty, brutish, and short. Mutants and bandits prey upon the weak, and a mysterious military group known as the Authority preys upon everyone. Worst of all, a would-be tyrant seeks to impose his will upon the shattered planet. Armed with nothing more than his combat training and survival instincts, Raine must rise to meet the challenges of the wasteland. From the Trade Paperback edition.




Rerolling Boardgames


Book Description

Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.




Freya


Book Description

"Move over, Percy Jackson, there’s a new girl in town." —Booklist Freya is the myth. Freya is the legend. And she’s about to make one hell of a comeback. There's far more to Sara Vanadi than meets the eye. In her prime, she was Freya, the Norse goddess of love, beauty, war, and death - though that past hardly seems to matter now. For an ancient goddess in the 21st century, true believers - and the strength they bring - are painfully hard to find. But when a new, rising power threatens to remake the world by bending the divine to its will, Sara realizes her days of hiding have ended, and a chance to claw her way out of the history books has arrived. She'll just need new clothes and a manicure before she gets started. Blending elements of fantasy and scifi in a modern-world setting, the first novel in this new young adult series by Matthew Laurence is perfect for fans of Buffy the Vampire Slayer. An Imprint Book




Game-based Learning in Action


Book Description

Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.




Socialnomics


Book Description

The benchmark book on to the effects and implications of social media on our daily lives, and how businesses can harness its power Socialnomics is an essential book for anyone who wants to understand the implications of social media on our daily lives and how businesses can tap the power of social media to increase their sales, cut their marketing costs, and reach consumers directly. In this revised and updated second edition, author Erik Qualman presents new material based on meeting with 75 Fortune 1000 companies, 50 colleges and universities, and over 100 small businesses & non-profits since the first edition. Qualman's materials have been used from IBM to NASA to Harvard to local businesses. Lists the top ten easy opportunities that companies and organization miss when it comes to social media Describes where social media should reside in an organization and the necessary building blocks for success Explains why over 50 percent of companies still block social media to their employees and why this is a detriment to success Shares proper training methods for your ENTIRE organization on social media; not just the chosen few Reviews the top companies, organizations and individuals using social media, explaining what separates them from other companies and how to replicate their success Social media can transform your business and your relationship with consumers. Discover what social media can do for you, and what you can do for others while using social media.




Star Road


Book Description

A rebel and an outlaw lead an unsuspecting group of adventurers on a secret mission across the vastness of space, in Matthew Costello's Star Road Ivan Delgato, a former leader of a rebel group called the Runners, is released from jail on the condition that he carry out a secret mission for the World Council. His assignment is simple: stay under cover, but do absolutely anything necessary to reach the planet Omega IX and offer the renegade Runners clemency if they surrender---which may be complicated since Ivan's brutally violent brother has taken lead of the Runners in Ivan's absence. In search of the Runners, Ivan catches a ride out to the wildest reaches of the galaxy via a mysterious transportation system, the Star Road. His fellow passengers on Star Road Vehicle-66 are a suspicious group, all with their own hidden reasons for traversing the star road. As the travelers contend with increasingly deadly encounters, it isn't long before suspicions build against Ivan. And as the Runners must choose one brother over the other, on a planet filled with ancient secrets, those who survive will confront a mystery that changes the Star Road, and humanity, forever.




Megazoic


Book Description




Traveling through Video Games


Book Description

This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.




UNBORED Games


Book Description

UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED (“It's a book! It's a guide! It's a way of life!” -Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations-games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today's high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world. The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise -- also including UNBORED Adventure -- in a new handy flexibound format, illustrated in full color throughout. This is a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.