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Alternate Worlds was first published in 1975 and became an instant classic, winning a Hugo award. This third edition brings the history of science fiction up to date, covering developments over the past forty years--a period that has seen the advent of technologies only imagined in the genre's Golden Age. As a literature of change, science fiction has become ever more meaningful, presaging dangers to humanity and, as Alvin Toffler wrote, guarding against "the premature arrival of the future." The world has begun to recognize science fiction in many different ways, incorporating its elements in products, visual media and huge conventions.
What would the world be like is history had taken a different course? Science fiction literature has long contemplated this question, and this text analyzes alternate history science fiction through a variety of historical models. It raises questions of narrative, writers, temporality and time.
The national bestselling author of The God Equation takes us on a thrilling journey to explore black holes and time machines, multidimensional space and the possibility that parallel universes may lay alongside our own. “A wonderful tour, with an expert guide.” —Brian Greene, New York Times bestselling author of The Elegant Universe Kaku skillfully guides us through the latest innovations in string theory and its latest iteration, M-theory, which posits that our universe may be just one in an endless multiverse, a singular bubble floating in a sea of infinite bubble universes. If M-theory is proven correct, we may perhaps finally find answer to the question, “What happened before the big bang?” This is an exciting and unforgettable introduction into the new cutting-edge theories of physics and cosmology from one of the pre-eminent voices in the field.
This suspenseful and moving memoir of Africa recounts the experiences of Alma Gottlieb, an anthropologist, and Philip Graham, a fiction writer, as they lived in two remote villages in the rain forest of Cote d'Ivoire. With an unusual coupling of first-person narratives, their alternate voices tell a story imbued with sweeping narrative power, humility, and gentle humor. Parallel Worlds is a unique look at Africa, anthropological fieldwork, and the artistic process. "A remarkable look at a remote society [and] an engaging memoir that testifies to a loving partnership . . . compelling."—James Idema, Chicago Tribune
Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.
While, strictly speaking, Alternate Histories are not Future Narratives, their analysis can shed a clear light on why Future Narratives are so different from past narratives. Trying to have it both ways, most Alternate Histories subscribe to a conflicting set of beliefs concerning determinism and freedom of choice, contingency and necessity. For the very first time, Alternate Histories are here discussed against the backdrop of their Other, Future Narratives. The volume contains in-depth analyses of the classics of the genre,such as Philip K. Dick's The Man in the High Castle and Philip Roth's The Plot against America, as well as less widely-discussed manifestations of the genre, such as Dieter Kühn's N, Christian Kracht's Ich werde hier sein im Sonnenschein und im Schatten, and Quentin Tarantino's film Inglourious Basterds.
Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs). Historically, ARGs are rooted in advertising as much as they are in narrative storytelling. As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative. This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today. With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.
One of the major figures in science fiction for more than sixty years, James Gunn has been instrumental in making the genre one of the most vibrant and engaging areas of literary scholarship. His genre history Alternate Worlds and his The Road to Science Fiction anthologies introduced countless readers to science fiction. He founded the Gunn Center for the Study of Science Fiction in 1982. But Gunn has also been one of the genre's leading writers. His classic novels Star Bridge (with Jack Williamson), The Joy Makers, The Immortals and The Listeners helped shape the field. Now in his nineties, he remains a prominent voice. His forthcoming novel is Transformation. Drawing on materials from Gunn's archives and personal interviews with him, this study is the first to examine the life, career and writing of this science fiction grandmaster.
Focusing in turn on history, powerful individuals, under-represented voices and the arts, the essays in this collection cover a wide variety of modern and contemporary narrative fiction from Jo Walton and L. Sprague De Camp to T. S. Chaudhry and Catherynne M. Valente. Chapters look into the question of chance versus determinism in the unfolding of historical events, the role individuals play in shaping a society or occasion, and the way art and literature symbolise important messages in counterfactual histories. They also show how uchronic narratives can take advantage of modern literary techniques to reveal new and relevant aspects of the past, giving voices to marginalised minorities and suppressed individuals of the ancient world. Counterfactual fiction and uchronic narratives have been largely up until now the domain of literary critics. However, these modes of literature are here analysed by scholars of Ancient History, Egyptology and Classics, shedding important new light on how cultures of the ancient world have been (and still are) perceived, and to what extent our conceptions of the past are used to explore alternate presents and futures. Alternate history entices the imagination of the public by suggesting hypothetical scenarios that never occurred, underlining a latent tension between reality and imagination, and between determinism and contingency. This interest has resulted in a growing number of publications that gauge the impact of what-if narratives, and this one is the first to give scholars of the ancient world centre-stage.