Author: Lucian Bane
Publisher:
ISBN: 9781099950612
Category :
Languages : en
Pages : 502
Book Description
Mordecai is a psychopath. Miriam is a Christian. Both want the same thing--to help each other. But where Miriam's intentions are pure, Mordecai's are full of sadistic games.
Sadistic Games
Author: Lucian Bane
Publisher:
ISBN: 9781099950612
Category :
Languages : en
Pages : 502
Book Description
Mordecai is a psychopath. Miriam is a Christian. Both want the same thing--to help each other. But where Miriam's intentions are pure, Mordecai's are full of sadistic games.
Publisher:
ISBN: 9781099950612
Category :
Languages : en
Pages : 502
Book Description
Mordecai is a psychopath. Miriam is a Christian. Both want the same thing--to help each other. But where Miriam's intentions are pure, Mordecai's are full of sadistic games.
Sadistic Games
Author: Lucian Bane
Publisher: Independently Published
ISBN: 9781099659171
Category :
Languages : en
Pages : 76
Book Description
Miriam knows that delving into the darkness of Mordecai's mind is a risk and doing it while chained to a table in his "game room" borders on insanity. But Miriam has faith that Mordecai will never truly hurt her and she will do whatever it takes to get to the heart and emotions of the man she calls husband.Mordecai is determined to learn every secret Miriam has and he is going to use her body and mind against her to get them. He is going to gather his data, place his wagers and predict the outcomes using pleasure.... And pain. The playing field is set and the battles are being fought. But who will win the war?
Publisher: Independently Published
ISBN: 9781099659171
Category :
Languages : en
Pages : 76
Book Description
Miriam knows that delving into the darkness of Mordecai's mind is a risk and doing it while chained to a table in his "game room" borders on insanity. But Miriam has faith that Mordecai will never truly hurt her and she will do whatever it takes to get to the heart and emotions of the man she calls husband.Mordecai is determined to learn every secret Miriam has and he is going to use her body and mind against her to get them. He is going to gather his data, place his wagers and predict the outcomes using pleasure.... And pain. The playing field is set and the battles are being fought. But who will win the war?
The V Games
Author: K Webster
Publisher: K Webster
ISBN:
Category : Fiction
Languages : en
Pages : 811
Book Description
From authors Ker Dukey and K Webster comes the thrilling dark mafia romance bestselling series, The V Games! Three complete books. One boxed set. Vicious. Villainous. Victorious. VLAD. VEN. VAS. Power comes from money and fear and the men of The V Games have both in abundance. They rule with an iron fist and do it well. Their empires are built on blood and brutality and no one is immune to their wrath… or so they thought. When love intervenes on their path to the top, it alters everything. The rules have changed. Let the games begin… **The V Games series is a dark, crime steamy mafia romance series that might be triggering to some. It's a complete fast-paced and page-flipping romantic suspense series that'll keep you guessing at every turn. This series includes Vlad, Ven, and Vas.**
Publisher: K Webster
ISBN:
Category : Fiction
Languages : en
Pages : 811
Book Description
From authors Ker Dukey and K Webster comes the thrilling dark mafia romance bestselling series, The V Games! Three complete books. One boxed set. Vicious. Villainous. Victorious. VLAD. VEN. VAS. Power comes from money and fear and the men of The V Games have both in abundance. They rule with an iron fist and do it well. Their empires are built on blood and brutality and no one is immune to their wrath… or so they thought. When love intervenes on their path to the top, it alters everything. The rules have changed. Let the games begin… **The V Games series is a dark, crime steamy mafia romance series that might be triggering to some. It's a complete fast-paced and page-flipping romantic suspense series that'll keep you guessing at every turn. This series includes Vlad, Ven, and Vas.**
Wicked Games
Author: K. Lyn Kennedy
Publisher: BK Wright
ISBN: 1618455125
Category : Fiction
Languages : en
Pages : 136
Book Description
She learned quickly that this was no Game! Tony met her at a club by chance… by sleeping with her and making a deal between the sheets. Now they have an arrangement. She schedules Tony’s clients, and Tony services those clients. Lust, rich women, and men willing to do anything to take him down are abundant in Tony’s world, but not love… not for him. His private and work life are two separate entities, and he intends to keep them that way. *** As their breathing slowed, they heard the door to the suite open. “Who’s that?” Luci asked. “My servant. He will not bother us. He will wait until we open the door.” Luci was uneasy knowing there was someone in the suite, and she thought they should get dressed, but the prince was in no hurry. “I will give our breakfast order to the servant and then I will speak to Sal. Stay here, Luciana. I will not be gone long.” The prince’s heavy body left her exposed and she covered herself, watching him as he dressed in front of her. His body gave her chills and turned her on. He glanced in her direction to make sure she was covered before opening the door. Luci knew what was going on. He was talking to Sal. Negotiating, which wasn’t easy. She heard voices rise every now and then, and then there was silence followed by footsteps. When Nairot opened the door to the bedroom, Luci appeared to be asleep. “Luci. The weekend is ours. Will you show me your city?” That was a new request for Luci. She was always a secret, a bed warmer. No man had asked to be seen in public with her in the light of day. “I’d love to.”
Publisher: BK Wright
ISBN: 1618455125
Category : Fiction
Languages : en
Pages : 136
Book Description
She learned quickly that this was no Game! Tony met her at a club by chance… by sleeping with her and making a deal between the sheets. Now they have an arrangement. She schedules Tony’s clients, and Tony services those clients. Lust, rich women, and men willing to do anything to take him down are abundant in Tony’s world, but not love… not for him. His private and work life are two separate entities, and he intends to keep them that way. *** As their breathing slowed, they heard the door to the suite open. “Who’s that?” Luci asked. “My servant. He will not bother us. He will wait until we open the door.” Luci was uneasy knowing there was someone in the suite, and she thought they should get dressed, but the prince was in no hurry. “I will give our breakfast order to the servant and then I will speak to Sal. Stay here, Luciana. I will not be gone long.” The prince’s heavy body left her exposed and she covered herself, watching him as he dressed in front of her. His body gave her chills and turned her on. He glanced in her direction to make sure she was covered before opening the door. Luci knew what was going on. He was talking to Sal. Negotiating, which wasn’t easy. She heard voices rise every now and then, and then there was silence followed by footsteps. When Nairot opened the door to the bedroom, Luci appeared to be asleep. “Luci. The weekend is ours. Will you show me your city?” That was a new request for Luci. She was always a secret, a bed warmer. No man had asked to be seen in public with her in the light of day. “I’d love to.”
Experimental Games
Author: Patrick Jagoda
Publisher: University of Chicago Press
ISBN: 022663003X
Category : Social Science
Languages : en
Pages : 403
Book Description
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
Publisher: University of Chicago Press
ISBN: 022663003X
Category : Social Science
Languages : en
Pages : 403
Book Description
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
Find the Director and Other Hitchcock Games
Author: Thomas M. Leitch
Publisher: University of Georgia Press
ISBN: 0820333492
Category : Social Science
Languages : en
Pages : 314
Book Description
Developing a model of narrative based on game theory, Thomas Leitch offers a compelling new explanation for the distinctiveness and power of Hitchcock's films. Games such as the director's famous cameo appearances, the author says, allow the audience simultaneously to immerse itself in the world created by the narrative and to stand outside that world and appreciate the self-consciously suspenseful or comic techniques that make the movie peculiarly Hitchcockian. A crucial aspect of the director's gameplaying, Leitch contends, emerges in the way he repeatedly redefines the rules. Leitch divides Hitchcock's career into key periods in which one set of games gives way to another, reflecting changes in the director's concerns and the conditions under which he was making movies at the time. For example, the films of his late British period (the original Man Who Knew Too Much, The 39 Steps, The Lady Vanishes) pivot on witty situational games that continually surprise the viewers; the American films that followed in the next decade (Rebecca, Notorious, The Paradine Case) depend more on drawing the viewer into a close identification with a central character and that character's plight. These films in turn are followed by such works as Rope and Strangers on a Train, in which cat-and-mouse games--between characters, between Hitchcock and the characters, between Hitchcock and the audience--are the driving force. By repeatedly redefining what it means to be a Hitchcock film, Leitch explains, the director fosters a highly ambivalent attitude toward such concerns as the value of domesticity, the loss of identity, and the need for--and fear of--suspenseful apprehension.
Publisher: University of Georgia Press
ISBN: 0820333492
Category : Social Science
Languages : en
Pages : 314
Book Description
Developing a model of narrative based on game theory, Thomas Leitch offers a compelling new explanation for the distinctiveness and power of Hitchcock's films. Games such as the director's famous cameo appearances, the author says, allow the audience simultaneously to immerse itself in the world created by the narrative and to stand outside that world and appreciate the self-consciously suspenseful or comic techniques that make the movie peculiarly Hitchcockian. A crucial aspect of the director's gameplaying, Leitch contends, emerges in the way he repeatedly redefines the rules. Leitch divides Hitchcock's career into key periods in which one set of games gives way to another, reflecting changes in the director's concerns and the conditions under which he was making movies at the time. For example, the films of his late British period (the original Man Who Knew Too Much, The 39 Steps, The Lady Vanishes) pivot on witty situational games that continually surprise the viewers; the American films that followed in the next decade (Rebecca, Notorious, The Paradine Case) depend more on drawing the viewer into a close identification with a central character and that character's plight. These films in turn are followed by such works as Rope and Strangers on a Train, in which cat-and-mouse games--between characters, between Hitchcock and the characters, between Hitchcock and the audience--are the driving force. By repeatedly redefining what it means to be a Hitchcock film, Leitch explains, the director fosters a highly ambivalent attitude toward such concerns as the value of domesticity, the loss of identity, and the need for--and fear of--suspenseful apprehension.
Microdystopias
Author: Asbjørn Grønstad
Publisher: Rowman & Littlefield
ISBN: 1666929433
Category : Literary Criticism
Languages : en
Pages : 217
Book Description
This edited collection examines the effects that macrosystems have on the figuration of our everyday—of microdystopias—and argues that microdystopic narratives are part of a genre that has emerged in contrast to classic dystopic manifestations of world-shattering events. From different methodological and theoretical positions in fieldworks ranging from literary works and young adult series to concrete places and games, the contributors in Microdystopias: Aesthetics and Ideologies in a Broken Moment sound the depths of an existential sense of shrinking horizons – spatially, temporally, emotionally, and politically. The everyday encroachment on our sense of spatial orientation that gradually and discreetly diminishes the horizons of possibilities is demonstrated by examining what the forms of the microdystopic look like when they are aesthetically configured. Contributors analyze the aesthetics that play a particularly central and complex role in mediating, as well as disrupting, the parameters of dystopian emergences and emergencies, reflecting an increasingly uneasy relationship between the fictional, the cautionary, and the real. Scholars of media studies, sociology, and philosophy will find this book of particular interest.
Publisher: Rowman & Littlefield
ISBN: 1666929433
Category : Literary Criticism
Languages : en
Pages : 217
Book Description
This edited collection examines the effects that macrosystems have on the figuration of our everyday—of microdystopias—and argues that microdystopic narratives are part of a genre that has emerged in contrast to classic dystopic manifestations of world-shattering events. From different methodological and theoretical positions in fieldworks ranging from literary works and young adult series to concrete places and games, the contributors in Microdystopias: Aesthetics and Ideologies in a Broken Moment sound the depths of an existential sense of shrinking horizons – spatially, temporally, emotionally, and politically. The everyday encroachment on our sense of spatial orientation that gradually and discreetly diminishes the horizons of possibilities is demonstrated by examining what the forms of the microdystopic look like when they are aesthetically configured. Contributors analyze the aesthetics that play a particularly central and complex role in mediating, as well as disrupting, the parameters of dystopian emergences and emergencies, reflecting an increasingly uneasy relationship between the fictional, the cautionary, and the real. Scholars of media studies, sociology, and philosophy will find this book of particular interest.
Sadistic Games
Author: Lucian Bane
Publisher:
ISBN: 9781099927386
Category :
Languages : en
Pages : 164
Book Description
It's time for Mordecai to protect what's his, but before he does that, he has to own it. And the only way he can do that is taking her by force. But Miriam isn't afraid to fight, and does with all her might. Until outsiders threaten them and force them to unite in ways they never imagined.
Publisher:
ISBN: 9781099927386
Category :
Languages : en
Pages : 164
Book Description
It's time for Mordecai to protect what's his, but before he does that, he has to own it. And the only way he can do that is taking her by force. But Miriam isn't afraid to fight, and does with all her might. Until outsiders threaten them and force them to unite in ways they never imagined.
Digital Play
Author: Stephen Kline
Publisher: McGill-Queen's Press - MQUP
ISBN: 9780773525917
Category : Business & Economics
Languages : en
Pages : 388
Book Description
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
Publisher: McGill-Queen's Press - MQUP
ISBN: 9780773525917
Category : Business & Economics
Languages : en
Pages : 388
Book Description
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
The Hate Game
Author: Gary Trew
Publisher: Gary Trew
ISBN: 1738245438
Category : Biography & Autobiography
Languages : en
Pages : 291
Book Description
In a coastal town in southern England during the 1970s, young Gary navigates the chaotic seas of adolescence with humour and delicious naivety. At home, he experiences a unique blend of love and dysfunction, anchored by his quirky mother and deeply cherished father. However, school is an entirely different beast. (Un)affectionately known as “Knollditz,” Gary’s new school exposes him to a world of relentless bullying, abuse and trauma, pushing him to the edge of reason. Years of terror and violence leave deep scars, colouring his life as a young man. But amidst the bruises and taunts, he still manages to discover the thrills of first love and a surprising inner strength. From his unpredictable family life to the haunting corridors of his school, Gary’s journey is one of transformation. It takes him from a painful youth to adulthood, where he can make a difference and become an agent of change. The Hate Game is about laughter, love, and never giving up. This coming-of-age memoir will have you rooting for Gary, laughing with him, crying with him, and feeling inspired by his indomitable spirit. What the readers say: L.E. Clarke for Readers’ Favorite: “The cruelty of some of the students, and the lack of control by the staff took my breath away. Before you even start reading, it states that you will laugh and cry with Gary, and I did. His story shocked and amused me, and I wanted to sit and explain life, feelings, and behavior to help him. I thoroughly enjoyed reading this book, especially his mum’s driving habits. It was also a trip down memory lane for this Baby Boomer.” Maalin Ogaja's Review: “In The Hate Game, Trew describes his experiences in a vivid and captivating manner. I enjoyed this book immensely, largely due to Trew’s excellent narrative of a very traumatic period in his life. His masterful balance of comedy and heartbreak kept me engaged to the last page.”
Publisher: Gary Trew
ISBN: 1738245438
Category : Biography & Autobiography
Languages : en
Pages : 291
Book Description
In a coastal town in southern England during the 1970s, young Gary navigates the chaotic seas of adolescence with humour and delicious naivety. At home, he experiences a unique blend of love and dysfunction, anchored by his quirky mother and deeply cherished father. However, school is an entirely different beast. (Un)affectionately known as “Knollditz,” Gary’s new school exposes him to a world of relentless bullying, abuse and trauma, pushing him to the edge of reason. Years of terror and violence leave deep scars, colouring his life as a young man. But amidst the bruises and taunts, he still manages to discover the thrills of first love and a surprising inner strength. From his unpredictable family life to the haunting corridors of his school, Gary’s journey is one of transformation. It takes him from a painful youth to adulthood, where he can make a difference and become an agent of change. The Hate Game is about laughter, love, and never giving up. This coming-of-age memoir will have you rooting for Gary, laughing with him, crying with him, and feeling inspired by his indomitable spirit. What the readers say: L.E. Clarke for Readers’ Favorite: “The cruelty of some of the students, and the lack of control by the staff took my breath away. Before you even start reading, it states that you will laugh and cry with Gary, and I did. His story shocked and amused me, and I wanted to sit and explain life, feelings, and behavior to help him. I thoroughly enjoyed reading this book, especially his mum’s driving habits. It was also a trip down memory lane for this Baby Boomer.” Maalin Ogaja's Review: “In The Hate Game, Trew describes his experiences in a vivid and captivating manner. I enjoyed this book immensely, largely due to Trew’s excellent narrative of a very traumatic period in his life. His masterful balance of comedy and heartbreak kept me engaged to the last page.”