Nominated as one of America’s best-loved novels by PBS’s The Great American Read The worldwide bestseller—now a major motion picture directed by Steven Spielberg. In the year 2045, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. Wade's devoted his life to studying the puzzles hidden within this world's digital confines—puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them. But when Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade's going to survive, he'll have to win—and confront the real world he's always been so desperate to escape.
From the author of Ready Player One, a rollicking alien invasion thriller that embraces and subverts science-fiction conventions as only Ernest Cline could. Zack Lightman has never much cared for reality. He vastly prefers the countless science-fiction movies, books, and videogames he's spent his life consuming. And too often, he catches himself wishing that some fantastic, impossible, world-altering event could arrive to whisk him off on a grand spacefaring adventure. So when he sees the flying saucer, he's sure his years of escapism have finally tipped over into madness. Especially because the alien ship he's staring at is straight out of his favorite videogame, a flight simulator callled Armada--in which gamers just happen to be protecting Earth from alien invaders. As impossible as it seems, what Zack's seeing is all too real. And it's just the first in a blur of revlations that will force him to question everything he thought he knew about Earth's history, its future, even his own life--and to play the hero for real, with humanity's life in the balance. But even through the terror and exhilaration, he can't help thinking: Doesn't something about this scenario feel a little bit like...well...fiction? At once reinventing and paying homage to science-fiction classics as only Ernest Cline can, Armada is a rollicking, surprising thriller, a coming-of-age adventure, and an alien invasion tale like nothing you've ever read before.
The World Factbook provides information on the history, people, government, economy, geography, communications, transportation, military, and transnational issues for 267 world entities. The World Factbook is prepared by the Central Intelligence Agency. Comprehensive guide full of facts, maps, flags, and detailed information. A must for travellers, businessmen, politicians, and all who wants to know more about our fascinating world. -- We share these facts with the people of all nations in the belief that knowledge of the truth underpins the functioning of free societies (From official webpage). Tags: world, guide, facts, almanach
In Life, the Universe and Everything, the third title in Douglas Adams' blockbusting sci-fi comedy series, Arthur Dent finds himself enlisted to prevent a galactic war. Following a number of stunning catastrophes, which have involved him being alternately blown up and insulted in ever stranger regions of the Galaxy, Arthur Dent is surprised to find himself living in a cave on prehistoric Earth. However, just as he thinks that things cannot get possibly worse, they suddenly do. An eddy in the space-time continuum lands him, Ford Prefect, and their flying sofa in the middle of the cricket ground at Lord's, just two days before the world is due to be destroyed by the Vogons. Escaping the end of the world for a second time, Arthur, Ford, and their old friend Slartibartfast embark (reluctantly) on a mission to save the whole galaxy from fanatical robots. Not bad for a man in his dressing gown . . . With exclusive bonus material from the Douglas Adams archives, and an introduction by Simon Brett.
IT’S DANGEROUS TO GO ALONE! TAKE THIS. You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide. From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey. Your inventory includes keys, a cell phone, and a wallet. What would you like to do? From the Trade Paperback edition.
With an excerpt from the sequel, Doctor Sleep. Terrible events occur at an isolated hotel in the off season, when a small boy with psychic powers struggles to hold his own against the forces of evil that are driving his father insane.
"An alt-futuristic hard-science thriller with twists and turns you'll never see coming. I couldn't put it down." —Felicia Day, founder of Geek & Sundry It’s the year 2147. Advancements in nanotechnology have enabled us to control aging. We’ve genetically engineered mosquitoes to feast on carbon fumes instead of blood, ending air pollution. And teleportation has become the ideal mode of transportation, offered exclusively by International Transport—a secretive firm headquartered in New York City. Their slogan: Departure... Arrival... Delight! Joel Byram, our smartass protagonist, is an everyday twenty-fifth century guy. He spends his days training artificial-intelligence engines to act more human, jamming out to 1980’s new wave—an extremely obscure genre, and trying to salvage his deteriorating marriage. Joel is pretty much an everyday guy with everyday problems—until he’s accidentally duplicated while teleporting. Now Joel must outsmart the shadowy organization that controls teleportation, outrun the religious sect out to destroy it, and find a way to get back to the woman he loves in a world that now has two of him.
In this terrifying tale of humanity’s desperate stand against a robot uprising, Daniel H. Wilson has written the most entertaining sci-fi thriller in years. Not far into our future, the dazzling technology that runs our world turns against us. Controlled by a childlike—yet massively powerful—artificial intelligence known as Archos, the global network of machines on which our world has grown dependent suddenly becomes an implacable, deadly foe. At Zero Hour—the moment the robots attack—the human race is almost annihilated, but as its scattered remnants regroup, humanity for the first time unites in a determined effort to fight back. This is the oral history of that conflict, told by an international cast of survivors who experienced this long and bloody confrontation with the machines. Brilliantly conceived and amazingly detailed, Robopocalypse is an action-packed epic with chilling implications about the real technology that surrounds us.
A single-subject anthology about the heart's most powerful emotion, edited by Tavi Gevinson. Featuring exclusive, never-before-seen essays, poems, comics, and interviews from contributors like Jenny Zhang, Emma Straub, Hilton Als, Janet Mock, John Green, Rainbow Rowell, Gabourey Sidibe, Mitski, Alessia Cara, Etgar Keret, Margo Jefferson, Sarah Manguso, Durga Chew-Bose, and many more!
Follow a colourful blessing of globetrotting unicorns as they gallop around the world on an incredible whistle-stop tour. From a star-studded film premiere and a flamboyant festival, to a wild safari adventure and a beautiful tropical beach, there are 17 intricately illustrated scenes to search, and seven sensational unicorns to spot in every location.
In the tradition of Star Wars, a galaxy-hopping space adventure about a galactic kingdom bent on control and the young misfit who must find the power within before it’s too late. Cade Sura holds the future of the galaxy in his hands: the ultimate weapon that will bring total peace. He didn’t ask for it, he doesn’t want it, and there’s no worse choice to wield it in all of space, but if he doesn’t, everyone’s totally screwed. The evil Praxis kingdom is on the cusp of having every star system under its control, and if that happens, there’ll be no contesting their cruel reign. Especially if its fanatical overlord, Ga Halle, manages to capture Cade and snag the all-powerful weapon for herself. Cade can’t hide from Praxis, and he can’t run from the destiny that’s been shoved into his hands. So he only has one option: He has to fight. Cade’s not going to let destiny send him on a suicide run, though. With some help from his friends—rebels and scoundrels alike—Cade’s going to use this weapon to chart a new destiny for the galaxy, and for himself. He just has to do so before everyone around him discovers that he’s a complete and total fraud. Blending the space operatics of Star Wars and the swagger of Guardians of the Galaxy, Black Star Renegades is a galaxy-hopping adventure that blasts its way from seedy spacer bars to sacred temples guarded by deadly creatures—all with a cast of misfit characters who have nowhere to go and nothing to lose.
HEAVEN IS A PRISON. HELL IS A PLAYGROUND. Ross Baker is an overworked scientist developing medical technology for corporate giant Neurosphere, but he'd rather be playing computer games than dealing with his nightmare boss or slacker co-workers. He volunteers as a test candidate for the new tech - anything to get out of the office for a few hours. But when he emerges from the scanner he discovers he's not only escaped the office, but possibly escaped real life for good. He's trapped in Starfire - a video game he played as a child - with no explanation, no backup and, most terrifyingly, no way out.
From the New York Times bestselling author of Little Brother, Cory Doctorow, comes Pirate Cinema, a new tale of a brilliant hacker runaway who finds himself standing up to tyranny. Trent McCauley is sixteen, brilliant, and obsessed with one thing: making movies on his computer by reassembling footage from popular films he downloads from the net. In the dystopian near-future Britain where Trent is growing up, this is more illegal than ever; the punishment for being caught three times is that your entire household's access to the internet is cut off for a year, with no appeal. Trent's too clever for that too happen. Except it does, and it nearly destroys his family. Shamed and shattered, Trent runs away to London, where he slowly learns the ways of staying alive on the streets. This brings him in touch with a demimonde of artists and activists who are trying to fight a new bill that will criminalize even more harmless internet creativity, making felons of millions of British citizens at a stroke. Things look bad. Parliament is in power of a few wealthy media conglomerates. But the powers-that-be haven't entirely reckoned with the power of a gripping movie to change people's minds.... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
"Character" has become a front-and-center topic in contemporary discourse, but this term does not have a fixed meaning. Character may be simply defined by what someone does not do, but a more active and thorough definition is necessary, one that addresses certain vital questions. Is character a singular characteristic of an individual, or is it composed of different aspects? Does character--however we define it--exist in degrees, or is it simply something one happens to have? How can character be developed? Can it be learned? Relatedly, can it be taught, and who might be the most effective teacher? What roles are played by family, schools, the media, religion, and the larger culture? This groundbreaking handbook of character strengths and virtues is the first progress report from a prestigious group of researchers who have undertaken the systematic classification and measurement of widely valued positive traits. They approach good character in terms of separate strengths-authenticity, persistence, kindness, gratitude, hope, humor, and so on-each of which exists in degrees. Character Strengths and Virtues classifies twenty-four specific strengths under six broad virtues that consistently emerge across history and culture: wisdom, courage, humanity, justice, temperance, and transcendence. Each strength is thoroughly examined in its own chapter, with special attention to its meaning, explanation, measurement, causes, correlates, consequences, and development across the life span, as well as to strategies for its deliberate cultivation. This book demands the attention of anyone interested in psychology and what it can teach about the good life.
Ready Player One is a science fiction novel by Ernest Cline, published in 2011. The setting of the novel is a dystopian Earth in 2044/2045. The planet, which became a globalized civilization, is facing a global energy crisis, climate change and several other issues. Most of the people spend their time in a virtual space/reality known as the OASIS. The designer of the OASIS left a treasure game, the Hunt, to play within the OASIS. The winner of the Easter egg hidden by the designer will get his fortune. The protagonist Wade Watts and his friends compete for the game, while also fighting an evil corporate entity. The film adaptation of the novel, produced and directed by Steven Spielberg, will release in March 2018.
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
Ensign Andrew Dahl has just been assigned to the Universal Union Capital Ship Intrepid, flagship of the Universal Union since the year 2456. It's a prestige posting, and Andrew is thrilled all the more to be assigned to the ship's Xenobiology laboratory. Life couldn't be better...until Andrew begins to pick up on the fact that (1) every Away Mission involves some kind of lethal confrontation with alien forces, (2) the ship's captain, its chief science officer, and the handsome Lieutenant Kerensky always survive these confrontations, and (3) at least one low-ranked crew member is, sadly, always killed. Not surprisingly, a great deal of energy below decks is expendedon avoiding, at all costs, being assigned to an Away Mission. Then Andrew stumbles on information that completely transforms his and his colleagues' understanding of what the starship Intrepid really is...and offers them a crazy, high-risk chance to save their own lives. Redshirts is the winner of the 2013 Hugo Award for Best Novel. Old Man's War Series #1 Old Man’s War #2 The Ghost Brigades #3 The Last Colony #4 Zoe’s Tale #5 The Human Division #6 The End of All Things Short fiction: “After the Coup” Other Tor Books The Android’s Dream Agent to the Stars Your Hate Mail Will Be Graded Fuzzy Nation Redshirts Lock In The Collapsing Empire (forthcoming) At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Introducing a new series from the demented genius who brought you THE DAY MY BUTT WENT PSYCHO. Finally, the series that made Andy Griffiths an Australian publishing phenomenon is coming to America! Before he introduced the world to butts gone beserk, Andy Griffiths unleashed the JUST books: outlandish collections of silly stories that turned him into a bestselling sensation. Now Andy brings his insane brand of humor to this side of the Pacific -- and American readers won't believe what they've been missing! In JUST ANNOYING, you'll meet Andy, a boy with a dream: to become the most annoying kid in the world. Watch Andy bug his friends, irritate his sister, and drive his parents crazy -- and find out how much fun annoying people can be!
"A gorgeously messy and misguided heroine. I love this story." —Laura Dern "The perfect blend of salty and sweet." —Booklist (starred review) "Hilarious." —Refinery29 The year is 1969. Dick Nixon was just sworn in as the thirty-seventh President of the United States. Neil Armstrong just took one small step for man and one giant leap for mankind. And notable Palm Springs socialite Maxine Simmons just found out that her husband is leaving her for his twenty-two-year-old secretary. After a public meltdown at Thanksgiving, Maxine finds herself not only divorced but exiled to Scottsdale, Arizona. However, these desert boondocks will not be her end—only her Elba. The former beauty queen sets her eyes on a new crown: that of the Mrs. American Pie pageant, awarded to the nation’s best wife and mother. Maxine only has one problem: to win the crown she’ll need to find—or build—a family of her own.
In Hatchet, 13-year-old Brian Robeson learned to survive alone in the Canadian wilderness, armed only with his hatchet. Finally, as millions of readers know, he was rescued at the end of the summer. But what if Brian hadn't been rescued? What if he had been left to face his deadliest enemy--winter? Gary Paulsen raises the stakes for survival in this riveting and inspiring story as one boy confronts the ultimate test and the ultimate adventure. From the Paperback edition.
Their fantasy is her reality in this bright and uplifting contemporary coming-of-age novel by the acclaimed author of Breaking Sky and You Were Here. Iris Thorne wants to blaze her own path. That's easier said than done when you're the granddaughter of M. E. Thorne, famous author of the Elementia series, hailed as the feminist response to J. R. R. Tolkien's Lord of the Rings. And with a major motion picture adaptation of her grandmother's books in the works, Iris can say goodbye to her dream of making her own way in the music industry. So when Iris and her brother get invited to the film set in Ireland, she's pretty sure the trip will be a nightmare. Except Iris can't deny the rugged beauty of the Irish countryside. And brushing shoulders with the hot, young cast isn't awful, especially the infuriatingly charming lead, Eamon O'Brien. Iris even finds the impassioned female director inspiring. But when the filming falls into jeopardy, everything Iris thought she knew about Elementia—and herself—is in question. Will making a film for the big screen help Iris to see the big picture?
Early Wichita earned a wicked reputation from newspapers across Kansas thanks to a bevy of madams and murderers, bootleggers and bank robbers, con men and crooked cops. Gambler and saloonkeeper "Rowdy Joe" Lowe was the toast of the town before shooting down his rival, "Red" Beard, and skipping town. Robber and cop killer "Clever Eddie" Adams spread a wave of terror until the police evened the score. Dixie Lee ran the city's classiest brothel with little interference from authorities. Notorious quack "Professor" H. Samuels made a fortune selling worthless eye drops. And county attorney Willard Boone was chased out of town when he was caught with his hand in the bootlegger's cookie jar. Local author Joe Stumpe tells the real stories of the city's best-known and least-known criminals and misfits.
Tom Santopietro, an author well-known for his writing about American popular culture, delves into the heart of the beloved classic and shows readers why To Kill a Mockingbird matters more today than ever before. With 40 million copies sold, To Kill a Mockingbird’s poignant but clear eyed examination of human nature has cemented its status as a global classic. Tom Santopietro's new book, Why To Kill a Mockingbird Matters, takes a 360 degree look at the Mockingbird phenomenon both on page and screen. Santopietro traces the writing of To Kill a Mockingbird, the impact of the Pulitzer Prize, and investigates the claims that Lee’s book is actually racist. Here for the first time is the full behind the scenes story regarding the creation of the 1962 film, one which entered the American consciousness in a way that few other films ever have. From the earliest casting sessions to the Oscars and the 50th Anniversary screening at the White House, Santopietro examines exactly what makes the movie and Gregory Peck’s unforgettable performance as Atticus Finch so captivating. As Americans yearn for an end to divisiveness, there is no better time to look at the significance of Harper Lee's book, the film, and all that came after.
This bestselling novel and film appeals to gamers, sci-fi enthusiasts, and kids of the 1980s alike, giving families a chance for common enjoyment and deep conversations. If your teens love RPO, this guide can help make sense of the good and the bad and offers lots of discussion questions. Parent Guides are your one-stop shop for biblical guidance on teen culture, trends, and struggles. In 15 pages or fewer, each guide tackles issues your teens are facing right now—things like doubts, the latest apps and video games, mental health, technological pitfalls, and more. Using Scripture as their backbone, these Parent Guides offer compassionate insight to teens’ world, thoughts, and feelings, as well as discussion questions and practical advice for impactful discipleship.
Return to the immersive, action-packed world of Warcross in this thrilling sequel from #1 New York Times bestselling author Marie Lu Emika Chen barely made it out of the Warcross Championships alive. Now that she knows the truth behind Hideo's new NeuroLink algorithm, she can no longer trust the one person she's always looked up to, who she once thought was on her side. Determined to put a stop to Hideo's grim plans, Emika and the Phoenix Riders band together, only to find a new threat lurking on the neon-lit streets of Tokyo. Someone's put a bounty on Emika's head, and her sole chance for survival lies with Zero and the Blackcoats, his ruthless crew. But Emika soon learns that Zero isn't all that he seems--and his protection comes at a price. Caught in a web of betrayal, with the future of free will at risk, just how far will Emika go to take down the man she loves? In this explosive sequel to the New York Times bestselling Warcross, Marie Lu delivers an addictive finale that will hold you captive till the very last page.
Revisit the world of Jane Austen’s Pride and Prejudice, through the eyes of the woman who is determined to win Mr. Darcy’s affections, in this sumptuous and romantic novel. To Jane Austen’s faithful readers, it is a truth universally acknowledged that the hearts of Elizabeth Bennet and Fitzwilliam Darcy are forever entwined. But if Miss Caroline Bingley has her way, all will transpire very differently. Ever since she met him, Caroline has intended to wed Mr. Darcy. Intelligent and well educated, Caroline is an ambitious rising star in fashionable society―some might say conniving―but in Regency England, what can she do to better her situation but marry well? Surely, Mr. Darcy is aware that Caroline will make the perfect wife and hostess at Pemberley, his grand estate. Now, all she need do is await his proposal. Caroline’s brother, Charles, takes a country estate, Netherfield Park, where he is drawn to Jane Bennet. To Caroline’s initial amusement, Mr. Darcy takes note of Elizabeth Bennet, but humour turns to concern when his interest increases. At the same time, Caroline meets Mr. Tryphon, a young man new to London and introduced to society by Caroline’s friend, Lady Eleanor Amesbury. Try as she may, Caroline finds it well-nigh impossible to maintain her decorum in his company. Despite her growing feelings for Mr. Tryphon’s dark eyes, and the touch of his firm forearm beneath her gloved fingers, Caroline knows that her future life is entwined with that of Mr. Darcy. And nothing―not love, passion, friendship, or loyalty―shall stand in the way of Caroline’s aspirations in Miss Bingley Requests, Judy McCrosky’s richly romantic reimagining of Pride and Prejudice.
Michael Hyatt, one of the top business bloggers in the world, provides down-to-earth guidance for building and expanding a powerful platform. To be successful in the market today, you must possess two strategic assets: a compelling product and a meaningful platform. In this step-by-step guide, Michael Hyatt, former CEO and current Chairman of Thomas Nelson Publishers, takes readers behind the scenes, into the new world of social media success. He shows you what best-selling authors, public speakers, entrepreneurs, musicians, and other creatives are doing differently to win customers in today’s crowded marketplace. Hyatt speaks from experience. He writes one of the top 800 blogs in the world and has more than 100,000 followers on Twitter. His large and growing platform serves as the foundation for his successful writing, speaking, and consulting practice. In Platform, Hyatt will teach readers not only how to extend their influence, but also how to monetize it and build a sustainable career. The key? By building a platform. It has never been easier, less expensive, or more possible than right now. . . The book includes: proven strategies easy-to-replicate formulas practical tips Social media technologies have changed everything. Now, for the first time in history, non-celebrities can get noticed—and win big!—in an increasingly noisy world.
From the bestselling author of Charlie and the Chocolate Factory and The BFG! Last seen flying through the sky in a giant elevator in Charlie and the Chocolate Factory, Charlie Bucket's back for another adventure. When the giant elevator picks up speed, Charlie, Willy Wonka, and the gang are sent hurtling through space and time. Visiting the world’' first space hotel, battling the dreaded Vermicious Knids, and saving the world are only a few stops along this remarkable, intergalactic joyride.
Billy Gimp was a bladerunner . . . one of the shadowy procurers of illegal medical supplies for the rapidly expanding, nightmare world of the medical black market. Doc was a skilled surgeon at a government-operated hospital by day . . . and an underground physician by night, providing health care for the multitudes who could not - or would not - qualify for legal medical assistance. Trapped by Health Control Police, Billy Gimp knew he had to warn Doc that they were closing in on him. But something even more deadly than the law had already mad its first move . . . a new plague that Health Control could not handle!
This book summary and analysis is created for individuals who want to extract the essential contents and are too busy to go through the full version. This book is not intended to replace the original book. Instead, we highly encourage you to buy the full version. The year is 2044, and humankind has retreated into the virtual world. Wade Watts escapes the ugliness of the real world by spending most of the day inside OASIS—the virtual dreamland where you can turn your imagination to reality, the adventure playground where you can visit any of the thousands of existing worlds. Like all other OASIS users, Wade dreams of finding the Easter egg left by creator James Halliday. Whoever solves Halliday's fiendish riddles and reaches the egg will be granted immense fortune and supreme power in OASIS. Years pass and millions fail. Over time, players all over the world become erudite of the things Halliday had loved: the 80s pop culture. Among these players is Wade, who is more than happy to simply recite Devo lyrics and play Pac-Man with fellow enthusiasts. But one day, he comes upon the first Key. Suddenly, the world, which has long been quiet about the Hunt, begins to watch. Thousands of competitors scramble, including a powerful organization that will do anything in order to get to the prize. For Wade, to survive means to win, but to do so, he will have to stand up and go out into the real world—a place he has long been trying to escape. Wait no more, take action and get this book now!
IF NOT YOU, WHO ELSE? As the mighty alien fleet from the latest computer game thunders across the screen, Johnny prepares to blow them into the usual million pieces. And they send him a message: We surrender. They're not supposed to do that! They're supposed to die. And computer joysticks don't have 'Don't Fire' buttons . . . But it's only a game, isn't it. Isn't it? The first book in the Johnny Maxwell trilogy.
Under the direction of famed explorer Porter Stone, an archaeological team is secretly attempting to locate the tomb of an ancient pharaoh who was unlike any other in history. Stone believes he has found the burial chamber of King Narmer, the near mythical god- king who united upper and lower Egypt in 3200 B.C., and the archaeologist has reason to believe that the greatest prize of all—Narmer’s crown—might be buried with him. No crown of an Egyptian king has ever been discovered, and Narmer’s is the elusive “double” crown of the two Egypts, supposedly possessed of awesome powers. The dig itself is located in one of the most forbidding places on earth—the Sudd, a nearly impassable swamp in northern Sudan. Amid the nightmarish, disorienting tangle of mud and dead vegetation, a series of harrowing and inexplicable occurrences are causing people on the expedition to fear a centuries- old curse. With a monumental discovery in reach, Professor Jeremy Logan is brought onto the project to investigate. What he finds will raise new questions . . . and alarm. In the hands of master storyteller Lincoln Child, The Third Gate breaks new ground and introduces a fascinating new protagonist to the thriller world.
From No. 1 bestselling children’s author, David Walliams comes his biggest and most epic adventure yet! Illustrated by the artistic genius Tony Ross. This is the story of a ten-year-old orphan and a 10,000-year-old mammoth...
Transform your students into smart, savvy media consumers. A book that students find fun to read and instructors consider educationally valuable, Mass Communication: Living in a Media World provides the media literacy principles and critical thinking skills that students need to become self-aware media consumers. Known for his storytelling approach, bestselling author Ralph E. Hanson uses examples drawn from everyday life to explain the many dimensions of mass media that operate in our society. This newly revised Seventh Edition is packed with contemporary examples and compelling stories that illustrate the latest developments and recent events that are changing the face of media today.
The definitive English language translation of the internationally bestselling Russian novel—a brilliant dark fantasy with "the potential to be a modern classic" (Lev Grossman), combining psychological suspense, enchantment, and terror that makes us consider human existence in a fresh and provocative way. Our life is brief . . . While vacationing at the beach with her mother, Sasha Samokhina meets the mysterious Farit Kozhennikov under the most peculiar circumstances. The teenage girl is powerless to refuse when this strange and unusual man with an air of the sinister directs her to perform a task with potentially scandalous consequences. He rewards her effort with a strange golden coin. As the days progress, Sasha carries out other acts for which she receives more coins from Kozhennikov. As summer ends, her domineering mentor directs her to move to a remote village and use her gold to enter the Institute of Special Technologies. Though she does not want to go to this unknown town or school, she also feels it’s the only place she should be. Against her mother’s wishes, Sasha leaves behind all that is familiar and begins her education. As she quickly discovers, the institute’s "special technologies" are unlike anything she has ever encountered. The books are impossible to read, the lessons obscure to the point of maddening, and the work refuses memorization. Using terror and coercion to keep the students in line, the school does not punish them for their transgressions and failures; instead, their families pay a terrible price. Yet despite her fear, Sasha undergoes changes that defy the dictates of matter and time; experiences which are nothing she has ever dreamed of . . . and suddenly all she could ever want. A complex blend of adventure, magic, science, and philosophy that probes the mysteries of existence, filtered through a distinct Russian sensibility, this astonishing work of speculative fiction—brilliantly translated by Julia Meitov Hersey—is reminiscent of modern classics such as Lev Grossman’s The Magicians, Max Barry’s Lexicon, and Katherine Arden’s The Bear and the Nightingale, but will transport them to a place far beyond those fantastical worlds.
“Stephenson has a once-in-a-generation gift: he makes complex ideas clear, and he makes them funny, heartbreaking, and thrilling.” —Time The #1 New York Times bestselling author of Anathem, Neal Stephenson is continually rocking the literary world with his brazen and brilliant fictional creations—whether he’s reimagining the past (The Baroque Cycle), inventing the future (Snow Crash), or both (Cryptonomicon). With Reamde, this visionary author whose mind-stretching fiction has been enthusiastically compared to the work of Thomas Pynchon, Don DeLillo, Kurt Vonnegut, and David Foster Wallace—not to mention William Gibson and Michael Crichton—once again blazes new ground with a high-stakes thriller that will enthrall his loyal audience, science and science fiction, and espionage fiction fans equally. The breathtaking tale of a wealthy tech entrepreneur caught in the very real crossfire of his own online fantasy war game, Reamde is a new high—and a new world—for the remarkable Neal Stephenson.
Drew Williams continues the Universe After series with A Chain Across the Dawn, an epic space opera chase across the galaxy with witty banter, fantastical planets, and a seemingly unbeatable foe. "The only thing more fun than a bonkers space battle is a whole book packed with bonkers space battles. Come for the exploding spaceships, stay for the intriguing universe."—Becky Chambers, on The Stars Now Unclaimed It’s been three years since Esa left her backwater planet to join the ranks of the Justified. Together, she and fellow agent Jane Kamali have been traveling across the known universe, searching for children who share Esa’s supernatural gifts. On a visit to a particularly remote planet, they learn that they’re not the only ones searching for gifted children. They find themselves on the tail of a mysterious being with impossible powers who will stop at nothing to get his hands on the very children that Esa and Jane are trying to save. With their latest recruit in tow—a young Wulf boy named Sho—Esa and Jane must track their strange foe across the galaxy in search of answers. But the more they learn, the clearer it becomes—their enemy may be harder to defeat than they ever could have imagined. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
What do you get when you put two werewolves, a telepath, a vampire from space, and a demonically-charged horror queen in the basement of a mansion filled with monsters? You get the fifth issue of Vampirella, that's what – the epic conclusion to our first arc!
Get thousands of fully searchable facts at your fingertips with this essential resource. The World Almanac® and Book of Facts is America's top-selling reference book of all time, with more than 82 million copies sold. For more than 150 years, this compendium of information has been the authoritative source for all your entertainment, reference, and learning needs. The 2019 edition of The World Almanac reviews the events of 2018 and will be your go-to source for questions on any topic in the upcoming year. Praised as a "treasure trove of political, economic, scientific and educational statistics and information" by The Wall Street Journal, The World Almanac and Book of Facts will answer all of your trivia needs on demand—from history and sports to geography, pop culture, and much more. Features include: The World at a Glance: This annual feature of The World Almanac provides a quick look at the surprising stats and curious facts that define the changing world and includes a sneak peek at upcoming milestone celebrity birthdays in 2019. Statistical Spotlight: A popular new feature highlights statistics relevant to the biggest stories of the year. These data visualizations provide important context and new perspectives to give readers a fresh angle on important issues. This year’s statistics will spotlight immigration, refugees, and asylum claims; the rising number and historic cost of natural disasters; and the nationwide opioid epidemic. 2018 Election Results: The World Almanac provides a comprehensive look at the entire 2018 election process, including complete Election Day results for House, Senate, and gubernatorial races. World Almanac Editors' Picks: Senior Moments: With leading athletes like Tom Brady and Serena Williams approaching middle age while still at the top of their game, The World Almanac editors look at the sports world’s most memorable achievements by aging athletes. The Year in Review: The World Almanac takes a look back at 2018 while providing all the information you'll need in 2019. 2018—Top 10 News Topics: The editors of The World Almanac list the top stories that held the world's attention in 2018, covering the U.S. Supreme Court nomination process, historic negotiations with North Korea, a year of #MeToo developments, and much more. 2018—Year in Sports: Hundreds of pages of trivia and statistics that are essential for any sports fan, featuring complete coverage of the Winter Olympic Games in South Korea, World Cup men's soccer, the World Series, improved MLB player stats, and much more. 2018—Year in Pictures: Striking full-color images from around the world in 2018, covering news, entertainment, science, and sports. 2018—Offbeat News Stories: The World Almanac editors select some of the most unusual news stories of the year, from the parade commemorating a team’s winless NFL season to the “bananas” lawsuit over a Halloween costume. World Almanac Editors' Picks: Time Capsule: The World Almanac lists the items that most came to symbolize the year 2018, from news and sports to pop culture. Other New Highlights: Brand-new statistics on crime rates for all major U.S. cities, U.S. trade and immigration policies, 2018 tax cuts, DACA recipients, mobile app and tech usage, student loan debt, income inequality, and much more.
In Posthumanism: A Guide for the Perplexed, Peter Mahon gives his readers an overview of posthumanism, examining the intoxicating-and often troubling-entanglements of humans, animals and technology in science, society and culture that constitute its field. Mahon not only explores the key scientific advances in information technology and genetics have made us and society posthuman, but also how certain strands in art (such as science fiction and video games) and philosophy (for example, in the work of Andy Clarke and Jacques Derrida) have played-and continue to play-a crucial role in shaping how we understand those advances. Central to Mahon's analysis of posthumanism is an understanding of technology as a pharmakon-an ancient Greek word for a substance that is both a poison and a cure. In the light of this analysis, Mahon considers our posthuman future, as envisioned by a range of futurists, from Ray Kurzweil to those at the Machine Intelligence Research Institute. What seems clear is that this future will require massive shifts in how we think about ourselves as techno-biological entities, about the benefits and threats of intelligent technologies and about the roles consumerism and universal basic income will play in societies. Posthumanism is our present, our future and a challenge to which we must rise. The book provides a concise and coherent overview of Posthumanism, introducing all the key concepts and themes, and is ideal for undergraduates who require more than just a simple introduction to Posthumanist thought.