The Body Farm / From Potter's Field / Cause of Death: Three Book Set


Patricia Cornwell - 2003
    

Play Between Worlds: Exploring Online Game Culture


T.L. Taylor - 2006
    L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.

Morphology of the Folktale


Vladimir Propp - 1928
    -- Alan Dundes. Propp's work is seminal...[and], now that it is available in a new edition, should be even more valuable to folklorists who are directing their attention to the form of the folktale, especially to those structural characteristics which are common to many entries coming from even different cultures. -- Choice

Italian American Reconciliation


John Patrick Shanley - 1998
    He enlists the aid of his lifelong buddy, Aldo Scalicki, a confirmed bachelor who tries, without apparent success, to convince Huey that he would be better off sticking with his new lady friend, Teresa, a usually placid young waitress whose indignation flares when she learns what Huey is up to. In a moonlit balcony scene (hilariously reminiscent of Cyrano de Bergerac) Aldo pleads his lovesick friend's case and, to his astonishment, Janice capitulates although not for long. However we do learn that her earlier abuse of Huey was intended to make him "act like a man" which, at last, he does. And, more than that, he (and the audience) become aware that, in the final essence, "the greatest and only success is to be able to love" a truth which emerges delightfully from the heartwarming, wonderfully antic and always imaginatively conceived action of the play.

Origins of the Modern Mind: Three Stages in the Evolution of Culture and Cognition


Merlin Donald - 1991
    This bold and brilliant book asks the ultimate question of the life sciences: How did the human mind acquire its incomparable power? In seeking the answer, Merlin Donald traces the evolution of human culture and cognition from primitive apes to artificial intelligence, presenting an enterprising and original theory of how the human mind evolved from its presymbolic form.

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.

Embed with Games: A Year on the Couch with Game Developers


Cara Ellison - 2015
    The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Persuasive Games: The Expressive Power of Videogames


Ian Bogost - 2007
    In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't


Nick Yee - 2014
    Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.

All This Intimacy


Rajiv Joseph - 2010
    In an unprecedented (for him) run of promiscuity, Ty has managed to impregnate three women in the span of one week: His ex-girlfriend, his 40-something married next-door neighbor, and his 18 year-old student. In this edgy comedy by playwright Rajiv Joseph, Ty's problems illuminate every triumph and failure of his life, and as the women

Acting: The First Six Lessons


Richard Boleslavsky - 1933
    Richard Boleslavsky's Acting: The First Six Lessons is a treasure-box of wise observation about the art of acting, all wrapped up in six charming dialogues between a teacher and a student. Generations of actors have been enriched by Boleslavsky's witty and acute picture of the actor's craft. These six "lessons" — miniature dramas about concentration, memory of emotion, dramatic action, characterization, observation, and rhythm — distill the challenge facing every actor. For this reissue the text has been entirely reset and the book jacketed in a contemporary design. An essential work on the short shelf of any acting student.

The Birthmarked Trilogy


Caragh M. O'Brien - 2014
    . . Perfect for fans new to the series, the three books of Caragh O'Brien's Birthmarked Trilogy are available together in this bundle. Birthmarked : Gaia has always believed it is her duty, with her mother, to hand over a small quota of babies to the Enclave. But when Gaia's mother and father are arrested by the very people they so dutifully serve, Gaia is forced to question everything she has been taught to believe. Prized: Striking out into the wasteland with nothing but her baby sister and a rumor to guide her, Gaia survives only to be captured by the people of Sylum, a dystopian society where women rule the men who drastically outnumber them, and a kiss is a crime. In order to see her sister again, Gaia must submit to their strict social code, but how can she deny her sense of justice, her curiosity, and everything in her heart that makes her whole?Promised: After defying the ruthless Enclave, surviving the wasteland, and upending the rigid matriarchy of Sylum, Gaia now faces her biggest challenge ever. She must lead the people of Sylum back to the Enclave and persuade the Protectorat to grant them refuge from the wasteland. Is Gaia ready, as a leader, to sacrifice what—or whom—she loves most?Includes bonus chapters from Caragh O'Brien's Vault of Dreamers!

A Country Called Childhood: Children and the Exuberant World


Jay Griffiths - 2013
    One central riddle, in particular captured her imagination: why are so many children in Euro-American cultures unhappy and why is it that children in traditional cultures seem happier?In Kith, Griffiths seeks to discover why we deny our children the freedoms of space, time and the natural world. Visiting communities as far apart as West Papua and the Arctic as well as the UK, and delving into history, philosophy, language and literature, she explores how children’s affinity for nature is an essential and universal element of childhood. It is a journey deep into the heart of what it means to be a child, and it is central to all our experiences, young and old.

Born to Hate Reborn to Love: A Spiritual Odyssey from Head to Heart


Klaus Kenneth - 2001
    Repelled and repulsed by those who ostensibly represented the Christian faith in his juvenescence, Klaus Kenneth naturally looked elsewhere for the solution to his lonely and tortured existence. In his sincere search for escape from rejection and abuse, Klaus found himself on an odyssey that took him around the world several times, lured him into a vortex of pleasure and power, and initiated him into the great philosophies and religious traditions of our times. Having tried it all, and reaching the very brink of the abyss of despair and the desire for nonexistence, Klaus encounters the One whom he had never thought to look for, the One that he had always discounted: the great I AM, the God of Love and healing, the God of regeneration and eternal life.Klaus KennethKlaus Kenneth was born in a small village west of Prague (Czech Republic), and lives with his wife in Switzerland. In addition to German, his mother tongue, he is fluent in English and French. Desirous to share his remarkable story, Klaus spends most of his time on tour in Europe and the USA, bearing witness to his unexpected discovery of Hope and Love.Published here for the first time in English, Born to Hate, Reborn to Love is already a best seller in several other languages.