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Journalist Hannah Vogel returns in A Game of Lies by award-winning author Rebecca Cantrell In preparation for the 1936 Berlin Olympics, the Nazis have rid the streets of anti-Semitic material and other propaganda, and present a peace-seeking face to the world. Journalist and part-time spy for the British, Hannah Vogel, shudders to think of what lies under the temporary coat of gloss. Posing as travel reporter Adelheid Zinsli and lover of SS officer Lars Lang, Hannah has been collecting Nazi secrets from Lang and smuggling them back to Switzerland. Wanted by the SS, her travel in and out of Germany has always been fraught with danger, but this trip is especially treacherous. Surrounded by former colleagues who could identify her, Hannah tries to keep a low profile while reporting on the Games as Adelheid. Her relationship with Lang gets more complicated as he sinks into alcoholism; the whispers she hears about his work in the SS give her chills. Whose side is he on? Hannah agrees to meet her mentor, Peter Weill, at the Stadium, but before he can reveal information that will expose the Nazis, he dies in front of her. Hannah suspects poison. Hannah must discover who killed Weill and get his secret package out of the country before the Olympics end and the Nazis tighten their noose...and before her true identity is revealed. And her partner may be the very one about to expose her... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
From the New York Times bestselling author of the “twisty-mystery” (Vulture) novel In a Dark, Dark Wood, The Woman in Cabin 10, and The Turn of the Key comes Ruth Ware’s The Lying Game. Isa Wilde knows something terrible has happened when she receives a text from an old friend. Why would Kate summon her and their two friends to the seaside town where they briefly attended the Salten House boarding school together seventeen years ago? The four friends had quickly bonded over the Lying Game—a risky contest that involved tricking fellow boarders and faculty with their lies. Now reunited, Isa, Kate, Thea, and Fatima discover that their past lies had far-reaching effects and criminal implications that threaten them all. In order to protect their reputations, and their friendship, they must uncover the truth about what really happened all those years ago. Atmospheric and twisty, with just the right amount of chill, The Lying Game will have readers at the edge of their seats, not knowing who can be trusted in this tangled web of lies.
Hans-Georg Gadamer’s theory of hermeneutics is one of the most important modern theories of interpretation and understanding, and at its heart is the experience of reading literature. In this clear and comprehensive guide to Gadamer’s thought, Karl Simms: presents an overview of Gadamer’s life and works, outlining his importance to hermeneutic theory and its place in literary studies explains and puts into context his key ideas, including ‘dialogue’, ‘phronēsis’, ‘play’, ‘tradition’, and ‘horizon’ shows how Gadamer’s ideas have been influential in the interpretation of literary texts explains Gadamer’s debates with key contemporaries and successors, such as Habermas, Ricoeur and Derrida provides detailed suggestions for further reading. With a significance that crosses disciplinary boundaries from cultural studies, literary theory and philosophy through to history, music and fine arts, Gadamer’s pioneering work on hermeneutic theory remains of crucial importance to the study of texts in the humanities.
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
More Than Just a Game tracks the explosion of the sports industry in the United States since 1945 and how it has shaped class, racial, gender, and national identities. By examining both professional and intercollegiate sports such as baseball, football, basketball, golf, tennis, and stock car racing, Kathryn Jay looks at the impact of packaging, salary, hype, corporate sponsorship, drug use, and the presence of women and African American players. Jay also considers the persistent belief that sports encourage good citizenship and morality despite a rise in cheating and violent behavior and an unabashed emphasis on financial gain. More Than Just a Game is a fascinating exploration of a phenomenon that has engaged the American imagination and thrilled fans for decades.
Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.