The Collected Poems of Emily Dickinson


Emily Dickinson - 1924
    The longest poem covers less than two pages. Yet in theme and tone her writing reaches for the sublime as it charts the landscape of the human soul. A true innovator, Dickinson experimented freely with conventional rhythm and meter, and often used dashes, off rhymes, and unusual metaphors—techniques that strongly influenced modern poetry. Dickinson’s idiosyncratic style, along with her deep resonance of thought and her observations about life and death, love and nature, and solitude and society, have firmly established her as one of America’s true poetic geniuses.

Mahatma Gandhi and His Myths: Civil Disobedience, Nonviolence, and Satyagraha in the Real World (Plus Why It's 'Gandhi,' Not 'Ghandi')


Mark Shepard - 1989
    In this Annual Gandhi Lecture for the International Association of Gandhian Studies, Mark Shepard tackles some persistently wrong-headed views of Gandhi, offering us a more accurate picture of the man and his nonviolence.///////////////////////////////////////////////// Mark Shepard is the author of "Mahatma Gandhi and His Myths," "The Community of the Ark," and "Gandhi Today," called by the American Library Association's Booklist "a masterpiece of committed reporting." His writings on social alternatives have appeared in over 30 publications in the United States, Canada, England, Norway, Germany, the Netherlands, Switzerland, Japan, and India. ///////////////////////////////////////////////// SAMPLE I suspect that most of the myths and misconceptions surrounding Gandhi have to do with nonviolence. For instance, it's surprising how many people still have the idea that nonviolent action is passive. It's important for us to be clear about this: There is nothing passive about Gandhian nonviolent action. I'm afraid Gandhi himself helped create this confusion by referring to his method at first as "passive resistance," because it was in some ways like techniques bearing that label. But he soon changed his mind and rejected the term. Gandhi's nonviolent action was not an evasive strategy nor a defensive one. Gandhi was always on the offensive. He believed in confronting his opponents aggressively, in such a way that they could not avoid dealing with him. But wasn't Gandhi's nonviolent action designed to avoid violence? Yes and no. Gandhi steadfastly avoided violence toward his opponents. He did not avoid violence toward himself or his followers. Gandhi said that the nonviolent activist, like any soldier, had to be ready to die for the cause. And in fact, during India's struggle for independence, hundreds of Indians were killed by the British. The difference was that the nonviolent activist, while willing to die, was never willing to kill. Gandhi pointed out three possible responses to oppression and injustice. One he described as the coward's way: to accept the wrong or run away from it.

Uncharted: The Fourth Labyrinth


Christopher Golden - 2011
    Now the doors to that hell are open once again. Nathan Drake, treasure hunter and risk taker, has been called to New York City by the man who taught him everything about the “antiquities acquisition business.” Victor Sullivan needs Drake’s help. Sully’s old friend, a world-famous archaeologist, has just been found murdered in Manhattan. Dodging assassins, Drake, Sully, and the dead man’s daughter, Jada Hzujak, race from New York to underground excavations in Egypt and Greece. Their goal: to unravel an ancient myth of alchemy, look for three long-lost labyrinths, and find the astonishing discovery that got Jada’s father killed. It appears that a fourth labyrinth was built in another land and another culture—and within it lies a key to unmatched wealth and power. An army of terrifying lost warriors guards this underground maze. So does a monster. And what lies beyond—if Drake can live long enough to reach it—is both a treasure and a poison, a paradise and a hell. Welcome to The Fourth Labyrinth.

Extraordinary Origins of Everyday Things


Charles Panati - 1987
    For lovers of facts, students of popular culture, history buffs, and science enthusiasts, the fascinating stories behind 500 everyday items, expressions, and customs--from Kleenex to steak sauce, Barbie Dolls to honeymoons.

Pokémon Adventures, Vol. 1


Hidenori Kusaka - 1997
    Bulbasaur and Poliwhirl seem game. But independent Pikachu won't be so easy to win over! And watch out for Team Rocket, Red... They only want to be your enemy!Reads R to L (Japanese Style).

Hobby Games: The 100 Best


James Lowder - 2007
    Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.

The Mother Tongue: English and How It Got That Way


Bill Bryson - 1990
    From the first descent of the larynx into the throat (why you can talk but your dog can't), to the fine lost art of swearing, Bryson tells the fascinating, often uproarious story of an inadequate, second-rate tongue of peasants that developed into one of the world's largest growth industries.

The League of Regrettable Superheroes: Half-Baked Heroes from Comic Book History


Jon Morris - 2015
    So prepare yourself for such not-ready-for-prime-time heroes as Bee Man (Batman, but with bees), the Clown (circus-themed crimebuster), the Eye (a giant, floating eyeball; just accept it), and many other oddballs and oddities. Drawing on the entire history of the medium, The League of Regrettable Superheroes will appeal to die-hard comics fans, casual comics readers, and anyone who enjoys peering into the stranger corners of pop culture.

Challenges for Game Designers


Brenda Brathwaite - 2008
    Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Silent Hill: The Terror Engine


Bernard Perron - 2012
    P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Egghead; or, You Can't Survive on Ideas Alone


Bo Burnham - 2013
    100 million people viewed those videos, turning Bo into an online sensation with a huge and dedicated following. Bo taped his first of two Comedy Central specials four days after his 18th birthday, making him the youngest to do so in the channel's history. Now Bo is a rising star in the comedy world, revered for his utterly original and intelligent voice. And, he can SIIIIIIIIING!In EGGHEAD, Bo brings his brand of brainy, emotional comedy to the page in the form of off-kilter poems, thoughts, and more. Teaming up with his longtime friend, artist, and illustrator Chance Bone, Bo takes on everything from death to farts in this weird book that will make you think, laugh and think, "why did I just laugh?"

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

Nexus Uprising


Jason M. Hough - 2017
    The new game will take the story in a dramatic new direction and is set in a new region of space, with a new and deadly enemy.Titan is publishing four unmissable Mass Effect novels. The novels will act as prequel and sequels to the events in the games and will become part of the overarching Mass Effect saga. These new stories, developed in close collaboration with the Bioware game team, weave directly into the action of the new game--and will reveal events kept secret over the course of game play--and will add to the canonical Mass Effect saga.

Shakespeare In an Hour


Christopher Baker - 2010
    Shakespeare's childhood fascination with theater suddenly found a perfect outlet — he joined the Queen's Men and replaced the missing actor. Shortly thereafter young William traveled to London in pursuit of an acting career. But acting soon gave way to an even more glorious adventure when Shakespeare realized that he might have a talent for writing plays. Setting the playwright in context to his personal life, social, historical and political events, other writers of influence, and more, you will quickly gain a deep understanding of Shakespeare and the plays he wrote. Read Shakespeare in an Hour and experience his plays like never before. Know the playwright, love the play! The book features: • Shakespeare in an Hour, the main essay of the book • Shakespeare In a Minute, a snapshot chronology • A complete listing of Shakespeare's work • A list of Shakespeare's contemporaries in all fields • Excerpts from Shakespeare's significant works • An extensive bibliography grouped according to type of reader • An index of the main essay. Playwrights in an Hour is a series devoted to the most produced and studied playwrights in the English language, from the Greek masters to contemporary writers, and written by leading authorities in the field. Each short book places the playwright and his or her work in historical, social, and literary context.