Author: César Aira
Publisher: New Directions Publishing
ISBN: 0811237311
Category : Fiction
Languages : en
Pages : 125
Book Description
Oddly twinned masterpieces by one of the greatest fabulists of any age: past, present, or 40,000 years in the future In Festival, the genius postmodern sci-fi filmmaker Alec Steryx is the star guest of a film festival in an unnamed country. But he’s brought a surprise: his nonagenarian mother. Everyone is baffled: Why? Half-blind and terminally cranky, she does nothing but complain, despite insisting on attending every screening and reception. As Steryx’s mother gums up the works for the festival organizers, larger problems are in store … A delightfully baroque comedy of errors, Festival, is, all at once, a loving parody of the institutions that support artists, a meditation on postmodern art, and a propulsive, lyrical, surreal adventure. In the far, far, future, a middle-aged father has fallen behind the times. Bemused and disturbed, he watches his children play the eponymous Game of the Worlds, a Total Reality war game that involves the annihilation of countless alien civilizations—which are at least as real as the narrator’s own. As he debates the ethics of the game, struggles with his home’s “intelligent system,” and fumblingly manipulates his Discourse Corrector (a dead ringer for ChatGPT) on virtual beachside dates, an errant thought threatens to set a world-ending chain of logic into motion: the return of the Idea of God… Epic and domestic, madcap and musing by turns, this prescient novel reads like a message in a bottle from a bewitchingly strange yet all-too familiar future.
Festival & Game of the Worlds
Author: César Aira
Publisher: New Directions Publishing
ISBN: 0811237311
Category : Fiction
Languages : en
Pages : 125
Book Description
Oddly twinned masterpieces by one of the greatest fabulists of any age: past, present, or 40,000 years in the future In Festival, the genius postmodern sci-fi filmmaker Alec Steryx is the star guest of a film festival in an unnamed country. But he’s brought a surprise: his nonagenarian mother. Everyone is baffled: Why? Half-blind and terminally cranky, she does nothing but complain, despite insisting on attending every screening and reception. As Steryx’s mother gums up the works for the festival organizers, larger problems are in store … A delightfully baroque comedy of errors, Festival, is, all at once, a loving parody of the institutions that support artists, a meditation on postmodern art, and a propulsive, lyrical, surreal adventure. In the far, far, future, a middle-aged father has fallen behind the times. Bemused and disturbed, he watches his children play the eponymous Game of the Worlds, a Total Reality war game that involves the annihilation of countless alien civilizations—which are at least as real as the narrator’s own. As he debates the ethics of the game, struggles with his home’s “intelligent system,” and fumblingly manipulates his Discourse Corrector (a dead ringer for ChatGPT) on virtual beachside dates, an errant thought threatens to set a world-ending chain of logic into motion: the return of the Idea of God… Epic and domestic, madcap and musing by turns, this prescient novel reads like a message in a bottle from a bewitchingly strange yet all-too familiar future.
Publisher: New Directions Publishing
ISBN: 0811237311
Category : Fiction
Languages : en
Pages : 125
Book Description
Oddly twinned masterpieces by one of the greatest fabulists of any age: past, present, or 40,000 years in the future In Festival, the genius postmodern sci-fi filmmaker Alec Steryx is the star guest of a film festival in an unnamed country. But he’s brought a surprise: his nonagenarian mother. Everyone is baffled: Why? Half-blind and terminally cranky, she does nothing but complain, despite insisting on attending every screening and reception. As Steryx’s mother gums up the works for the festival organizers, larger problems are in store … A delightfully baroque comedy of errors, Festival, is, all at once, a loving parody of the institutions that support artists, a meditation on postmodern art, and a propulsive, lyrical, surreal adventure. In the far, far, future, a middle-aged father has fallen behind the times. Bemused and disturbed, he watches his children play the eponymous Game of the Worlds, a Total Reality war game that involves the annihilation of countless alien civilizations—which are at least as real as the narrator’s own. As he debates the ethics of the game, struggles with his home’s “intelligent system,” and fumblingly manipulates his Discourse Corrector (a dead ringer for ChatGPT) on virtual beachside dates, an errant thought threatens to set a world-ending chain of logic into motion: the return of the Idea of God… Epic and domestic, madcap and musing by turns, this prescient novel reads like a message in a bottle from a bewitchingly strange yet all-too familiar future.
Games of the World
Author: Frederic V. Grunfeld
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 284
Book Description
Grade level: 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, p, e, i, s, t.
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 284
Book Description
Grade level: 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, p, e, i, s, t.
PHOTOVIDEOi
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 24
Book Description
A local Singaporean magazine dedicated to photography and videography.
Publisher:
ISBN:
Category :
Languages : en
Pages : 24
Book Description
A local Singaporean magazine dedicated to photography and videography.
The World is a Ball
Author: John Doyle
Publisher: Doubleday Canada
ISBN: 0307374459
Category : Sports & Recreation
Languages : en
Pages : 418
Book Description
Globe and Mail columnist John Doyle explores the international phenomenon of soccer In A Great Feast of Light, John Doyle viewed his childhood in Ireland through the television screen. Now, he turns his eye to the most popular sport on the planet: soccer. It's a journey that begins with the first game John saw, in 1960s-era Ireland, through soccer in the 21st century - the World Cups in 02 and 06, the European Championships in 04 and 08. And Doyle has traveled the globe during the build-up to next year's World Cup 2010. In between the drunken fans, crazed taxi drivers, leprechauns and lederhosen, Doyle muses on the evolution of soccer as a global phenomenon. He shows a sport where for 90 minutes on the pitch anything seems possible. A game where colonized nations can tackle the power of their colonizers; where oppressed immigrant groups can thoroughly trounce their host countries. This book examines soccer from a new angle. John Doyle offers a compelling social history of the ultimate sport, each country and team competing in the historic 2010 World Cup, and how the game has kept pace as the global village has sprung up around the playing field.
Publisher: Doubleday Canada
ISBN: 0307374459
Category : Sports & Recreation
Languages : en
Pages : 418
Book Description
Globe and Mail columnist John Doyle explores the international phenomenon of soccer In A Great Feast of Light, John Doyle viewed his childhood in Ireland through the television screen. Now, he turns his eye to the most popular sport on the planet: soccer. It's a journey that begins with the first game John saw, in 1960s-era Ireland, through soccer in the 21st century - the World Cups in 02 and 06, the European Championships in 04 and 08. And Doyle has traveled the globe during the build-up to next year's World Cup 2010. In between the drunken fans, crazed taxi drivers, leprechauns and lederhosen, Doyle muses on the evolution of soccer as a global phenomenon. He shows a sport where for 90 minutes on the pitch anything seems possible. A game where colonized nations can tackle the power of their colonizers; where oppressed immigrant groups can thoroughly trounce their host countries. This book examines soccer from a new angle. John Doyle offers a compelling social history of the ultimate sport, each country and team competing in the historic 2010 World Cup, and how the game has kept pace as the global village has sprung up around the playing field.
Game Time
Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
Games Around the World 6-Pack
Author: Casey Petersen
Publisher: Teacher Created Materials
ISBN: 1433338661
Category : Juvenile Nonfiction
Languages : en
Pages : 18
Book Description
Have you ever heard of The Excited Burro or Ringel Ringel? These are games that children play in other countries. Children play different games in different parts of the world, but they all have fun! Vibrant photos, diagrams, maps, informational text, and interesting facts invite readers to learn the way children around the world play the same games as they do in this delightful nonfiction title. This 6-Pack includes six copies of this title and a lesson plan.
Publisher: Teacher Created Materials
ISBN: 1433338661
Category : Juvenile Nonfiction
Languages : en
Pages : 18
Book Description
Have you ever heard of The Excited Burro or Ringel Ringel? These are games that children play in other countries. Children play different games in different parts of the world, but they all have fun! Vibrant photos, diagrams, maps, informational text, and interesting facts invite readers to learn the way children around the world play the same games as they do in this delightful nonfiction title. This 6-Pack includes six copies of this title and a lesson plan.
Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Education
Languages : en
Pages : 237
Book Description
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Education
Languages : en
Pages : 237
Book Description
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Keeper of the Realms: Crow's Revenge (Book 1)
Author: Marcus Alexander
Publisher: Penguin UK
ISBN: 0141971363
Category : Juvenile Fiction
Languages : en
Pages : 392
Book Description
Book one in this new fantasy adventure series, Keeper of the Realms. 'I've just had a flesh-eating giant tearing around my house and now I'm in this strange land I don't know anything about!' CHARLIE KEEPER has been forced from her home by a bloodthirsty and terrifying stranger. But in escaping she discovers her house holds the gateway to the REALM OF BELLANIA - a place of myth, magic . . . and an evil Lord with a very bad attitude. NOW its fate rests squarely upon Charlie's shoulders. But before she can untangle the mystery that will save Bellania, she needs the answer to a life-changing secret her guardian, the dastardly Mr Crow, has been keeping from her . . . Just who is Charlie Keeper? A contemporary fantasy adventure for 10+ with elements of The Wizard of Oz and The Lion, the Witch and the Wardrobe. Discover more at www.keeperoftherealms.com + Previously published as Who is Charlie Keeper?
Publisher: Penguin UK
ISBN: 0141971363
Category : Juvenile Fiction
Languages : en
Pages : 392
Book Description
Book one in this new fantasy adventure series, Keeper of the Realms. 'I've just had a flesh-eating giant tearing around my house and now I'm in this strange land I don't know anything about!' CHARLIE KEEPER has been forced from her home by a bloodthirsty and terrifying stranger. But in escaping she discovers her house holds the gateway to the REALM OF BELLANIA - a place of myth, magic . . . and an evil Lord with a very bad attitude. NOW its fate rests squarely upon Charlie's shoulders. But before she can untangle the mystery that will save Bellania, she needs the answer to a life-changing secret her guardian, the dastardly Mr Crow, has been keeping from her . . . Just who is Charlie Keeper? A contemporary fantasy adventure for 10+ with elements of The Wizard of Oz and The Lion, the Witch and the Wardrobe. Discover more at www.keeperoftherealms.com + Previously published as Who is Charlie Keeper?
The Wide World Magazine
The First World Festival of Negro Arts, Dakar 1966
Author: David Murphy
Publisher: Liverpool University Press
ISBN: 1781383510
Category : Political Science
Languages : en
Pages : 246
Book Description
This volume is the first sustained attempt to provide an overview of the First World Festival of Negro Arts, held in Dakar in 1966, and of its multiple legacies.
Publisher: Liverpool University Press
ISBN: 1781383510
Category : Political Science
Languages : en
Pages : 246
Book Description
This volume is the first sustained attempt to provide an overview of the First World Festival of Negro Arts, held in Dakar in 1966, and of its multiple legacies.