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Young gamers control the action in this interactive series from the bestselling author of Trapped in a Video Game. With more than 30 endings and an unlockable bonus adventure, this second book in the series promises hours of screen-free fun. This is one book that will super-power the interest of any "I'd rather be gaming" kid. In this pick-your-path adventure, you join eight strangers inside a video game for a chance to win a million dollars. The challenge is simple: survive to the end, and you're rich. There's just one problem: A traitor is hiding among your group. One-by-one, crew members of the spaceship start disappearing. Can you "suss" out the traitor before it's too late? This whodunnit space adventure is perfect for fans of Among Us.
Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!
Jesse and Eric have ten minutes to save the world. In those ten minutes, they’re supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it’s too late. Sound impossible? It’s super impossible. There will be fire-breathing pterodactyls, angry green giants, and unicorns that shoot lasers out of their hooves. If Jesse and Eric are going to survive long enough to fight the final boss, they’ll need to rely on each other like never before. Do they have what it takes? The clock is ticking.
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Recovering video game addict Kevin Roberts offers a step-by-step guide to recovery for those struggling with compulsive video gaming and Internet surfing. Video gaming and Internet surfing are the top sources of entertainment for tens of millions of North Americans today. As these technologies continue to grow and flourish, so does the number of people becoming obsessively absorbed in the imagination and fantasy that they present. More and more people are isolating themselves, turning their backs on reality, ignoring family and friends, and losing their sleep and even their jobs due to excessive use of video games and the Internet--and they continue to do so despite harmful consequences to their mental, physical, and spiritual health, a telltale sign of addiction. In this groundbreaking book, recovering video game addict Kevin Roberts uses extensive scientific and social research, complemented by his and others' personal stories, to give compulsive gamers and surfers--and their family and friends--a step-by-step guide for recovery. He outlines the ways that "cyber junkies" exhibit the classic signs of addiction and reveals how they can successfully recover by following a program similar to those used for other addictions. Readers learn to identify whether they have an addiction, find the right resources to get individualized help, and regain a rewarding life away from the screen by learning new thoughts and behaviors that free them from the cravings that rule their lives. Included is a guide for parents for working with their addicted children.
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.
Will you get to the Orwellians before the Wanstein Club get to you? The clock is ticking… Based on the global phenomenon of Escape Rooms, and following on from the international bestseller The Escape Book by Ivan Tapia, this book puts your ingenuity, wit and perseverance to the test with even more fiendish challenges, puzzles, and enigmas that you must solve to thwart the sinister Wanstein Club. Investigative journalist Candela Fuertes is at rock bottom: her fight against Castian Warnes, the head of the powerful and sinister Wanstein Club, has undermined her credibility as a journalist, and meanwhile she suspects Warnes is behind the car accident that put her boss in hospital. Corroded by the thirst for revenge, she decides to turn to the only people who can help her in a cause that seems already lost: the Orwellians, a group of hackers hell bent on revealing the secrets of the rich and famous. In order to get to the Orwellians, you and Candela must follow their trail all over London. The chapters of the book are jumbled up, and to know where to continue reading, you must solve the puzzles, optical illusions, conundrums and anagrams that you find. Each time you solve a puzzle, the number you arrive at will indicate the page from which you can continue the story.
Когда на улицы Таркова опускается тьма, когда обычные люди, вчера ещё бывшие добрыми соседями, начинают убивать друг друга за банку консервов. Когда привычный порядок в одночасье сменяется диким беспределом… Обычный офисный хомяк внезапно превращается в жестокого и безжалостного Хищника. Клавиатура отброшена в сторону, в руках — тяжелый дробовик. Возврата к прошлому больше нет, остаётся только одно — стать самым страшным зверем в этих каменных джунглях. Добро пожаловать в Тарков! Эта книга написана под впечатлением от игры «Escape from Tarkov». Посмотрим поближе на одного из участников — Дикого! И если про метаморфозы уголовников все понятно, то как Диким становится обычный человек, вчерашний офисный работник? Сможет ли он переступить всё и превратиться в хищного зверя? Оказывается, да, причём достаточно быстро. Привыкшие к клавиатуре руки столь же спокойно станут нажимать уже не кнопку «Enter», а спусковой крючок. Не вызовет особого сомнения и необходимость обыскать ещё теплое тело противника. Недолго будут терзать муки совести. А вот сможет ли такой хищник остаться в душе человеком? И сохранить хоть какие-то положительные черты? Зайдём в Тарков — там всё и посмотрим.