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"Wandering Realities gathers together much of the Mormon-themed short fiction of perhaps Mormondom's best living writer," says Michael Austin. "The collection is strange, wonderful, eye opening and amazing. It is a book of revelations and spiritual gifts from an immensely talented author to his religious community, which has long needed somebody to show us how strange and wonderful (and strange) we can actually be." "Wandering Realities is perfectly satisfying, a treat from beginning to end," says Steven Evans. "It is alternatively touching and funny and poignant, with horrors and wonders. Steven Peck is a gift to Mormon literature, and any opportunity to read his stories is not to be missed." "This collection is one of the freshest, most engaging, and most entertaining contributions to Mormon literature that I've seen in a long while," says Jonathan Langford. "Steve Peck is an alien. . . . That's the only explanation I can come up with for how, in this set of 16 stories, he so consistently manages to provide such startlingly different, yet at the same time deeply insightful, perspectives on the culture and religion he has adopted for his own." Peck's highly imaginative stories run the gamut from Mormons reverting to a medieval society on Mars to a bishop who is killing the neighborhood dogs. These stories not only entertain and delight, but they challenge and provoke as well. This collection includes several award-winning stories, including: • "Two-Dog Dose"—best short story of 2014, Association for Mormon Letters • "A Strange Report from the Church Archives"—second place, Irreantum fiction contest • "Avek, Who Is Distributed"—first place, Four Centuries of Mormon Fiction Contest 2012 • "When the Bishop Started Killing Dogs"—second place, Four Centuries of Mormon Fiction Contest 2012 "Every story Steven L. Peck writes seems to lead Mormon fiction in exciting and innovative new directions," says Scott Hales. "I hate hyperbole, but Peck might be the Moses of Mormon letters in the twenty-first century." Wandering Realities "may be the book of the year," says Andrew Hall. Peck is "perhaps the most interesting contemporary author of Mormon fiction." "Peck is the best LDS science fiction writer currently out there," says Steven Evans. "Wandering Realities is an immensely enjoyable and powerful collection of short fiction, one that highlights both the possibilities and inevitabilities of Mormonism."
Sometimes scholars and critics of literature tend to impose a pre-determined theory on their interpretation of subject matter. This book is predicated on a reversal of this trend by letting generalizations follow impressions that a close reading of certain literary texts instill in a reader's mind.
If we're honest, most of us feel bored, distracted, or discouraged in prayer. We look for resources to give us the "right" words or teach us the "right" technique and are disappointed when they don't seem to help. What we fail to realize is that prayer isn't a place for us to be good or right, and it isn't a place for us to perform or prove our worth. It's a place for us to be honest, present, and known--a place for us to offer ourselves and receive God. Spiritual formation experts Kyle Strobel and John Coe want to show you what you've been missing when it comes to prayer. In this down-to-earth book, they show you how to fearlessly draw near to a holy God, pray without ceasing (and without posturing), and delight in the experience of being fully known and fully loved. Each chapter ends with prayer projects or practices to help you see a difference in your prayer life, starting now.
Vol. for 1958 includes "Anthology of poems from the seventeen previously published Braithwaite anthologies."
An authentic account of the travels of Swami Tapovan Maharaj, on foot, in the Himalayas. Deeply embedded in it, is the sacred philosophy of the Upanisads, while providing one a panoramic view of the magnificent, awe-inspiring Himalayas.
Clinical musings on the nature of reality and “known experience.” Therapists must rely on their clients’ reporting of experience in order to assess, treat, and offer help. Yet we all experience the world through various filters of one sort or another, and our experiences are transformed through several nonconscious processes before reaching our conscious awareness. Science, philosophy, and wisdom traditions share the belief that our awareness is very restricted. How, then, can anyone accurately report their experience, let alone get help with it? Neuropsychologist Aldrich Chan examines how our experience of reality is assembled and shaped by biological, psychological, sociocultural, and existential processes. Each chapter explores processes within these domains that may act as “veils.” Topics in the book include: the default mode network, cognitive distortions, decision-making heuristics, the interconnected mind, memory, and cultural concepts of distress. By understanding the ways in which reality can be distorted, clinicians can more effectively help their clients reach their personal psychotherapeutic goals.
"Examining the act of wandering through many lenses, Wandering in Ancient Greek Culture addresses questions such as: Why did the Greeks associate the figure of the wanderer with the condition of exile? How was the expansion of the world under Rome reflected in the connotations of wandering? Does a person learn by wandering, or is wandering a deviation from the truth? In the end, this matchless volume shows how the transformations that affected the figure of the wanderer coincided with new perceptions of the world and of travel, and invites us to consider its definition and import today."--BOOK JACKET.
An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.