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The king's order is final. I've screwed up big time. Now, I'm facing the damning consequences. The walls are closing in as I balance duty to grandmother's memory with my impossible feelings for Kyros. Then there's the freakin' human-vampire hybrid thing to deal with. The problem is, I'm no longer willing to lose the person I've gambled against from the start. Our fates hinge on a single roll of the dice, and one wrong move could collapse the tower of cards I've painstakingly built. If that happens, I'll lose more than I ever bargained for. If you can't get enough of books by Shannon Mayer, Linsey Hall, McKenzie Hunter, Patricia Briggs, Laura Thalassa, and K.F. Breene, then hold on tight. You're about to enter the shadows of Bluff City!
"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.
Mockstrich season has begun. Welcome to "The Hunger But Mainly Death Games," the hilarious Hunger Games parody, and the only book brave enough to suggest that Suzanne Collins's epic trilogy was way more about death than food.Or at least this is what Bratniss Everclean discovers, when she leaves the comforts of Slum 12, Pandumb's garbage dump, to shortsightedly volunteer for a teenage death tournament. But she soon realizes there are fates worse than death...like weirdly having to date her fellow competitor, and lifelong stalker, Pita Malarkey. Okay, okay, it's not worse than DEATH, but it's still pretty annoying.Still, with help from her agent Oofie Triptrip and her mentor, Hagridmitch, who's pretty sure he can guide Bratniss to victory in the Tri-Wizard Cup, maybe Bratniss will somehow survive this book that she's the narrator of.
MACHINE OF DEATH tells thirty-four different stories about people who know how they will die. Prepare to have your tears jerked, your spine tingled, your funny bone tickled, your mind blown, your pulse quickened, or your heart warmed. Or better yet, simply prepare to be surprised. Because even when people do have perfect knowledge of the future, there's no telling exactly how things will turn out.
In this “inventive and affecting” historical young adult novel, a black girl and a white boy are pawns in a magical game between Love and Death (Publishers Weekly). Flora and Henry were born a few blocks from each other, innocent of the forces that might keep a white boy and an African American girl apart; years later they meet again and their mutual love of music sparks an even more powerful connection. But what Flora and Henry don’t know is that they are pawns in a game played by the eternal adversaries Love and Death, here brilliantly reimagined as two extremely sympathetic and fascinating characters. Can their hearts and their wills overcome not only their earthly circumstances, but forces that have battled throughout history? In the rainy Seattle of the 1920’s, romance blooms among the jazz clubs, the mansions of the wealthy, and the shanty towns of the poor. But what is more powerful: love? Or death? “Race, class, fate and choice—they join Love and Death to play their parts in Brockenbrough’s haunting and masterfully orchestrated narrative.” —Kirkus Reviews
I woke up in an unfamiliar western-style house, wearing a maid uniform and lying on a luxurious bed. I soon found five more girls, all dressed the same as me. This was the Ghost House, and the only way to survive was to make it through all the traps waiting for us--deadly games full of blowguns, buzz saws, locked rooms, and weapons. It was a hopeless, terrifying situation for all of us...well, except me. After all, this is my career at seventeen. Do you think that's odd? I agree. But that’s how some people are--and some of us make our living playing death games.
Three months after the events of Candle Woods, Yuki plunges back into the world of death games. This time, she’s participating in Scrap Building, a race to escape an unstable, abandoned structure. But to make it out with her life, she must contend with Mishiro, a haughty, pretentious player intent on getting in her way. Time goes by, and Yuki finds herself in a game called Golden Bath, staring down the Wall of Thirty—a curse in the industry where misfortune befalls players around their thirtieth game. Whether the effects of the curse are real, or her awareness of the phenomenon is tripping her up, one thing is for certain—Yuki is in bad shape as she contends with her toughest game yet.
Uncovers the real stories behind our video game obsession. Along the way Simon Parkin meets the players and game developers at the frontline of virtual extremism
When we think of baseball, we think of sunny days and leisurely outings at the ballpark--rarely do thoughts of death come to mind. Yet during the game's history, hundreds of players, coaches and spectators have died while playing or watching the National Pastime. In its second edition, this ground-breaking study provides the known details for 150 years of game-related deaths, identifies contributing factors and discusses resulting changes to game rules, protective equipment, crowd control and stadium structures and grounds. Topics covered include pitched and batted-ball fatalities, weather and field condition accidents, structural failures, fatalities from violent or risky behavior and deaths from natural causes.
This is a book for Roman historians which will also be of interest to sociologists.