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What happens when a science geek and magic collide?Be careful what you wish for. Really. Because wishes are bad. Very bad. They can get you trapped in fantasy worlds full of killer bunny rabbits, evil aunts, and bothersome bacteria, for example. Or at least that's Ralph's experience. He's been asked to spend the summer with his strange British relatives at their old manor house in order to set up their Wi-Fi network. But there's much more to it than that, of course. It's just that nobody told Ralph. He's a gamer, sure. But this game is much stranger--and funnier--than anything to be found on his xbox. He is a geek. This is his story.
For 28 years, Novel & Short Story Writer's Market has been the only resource of its kind exclusively for fiction writers. Covering all genres from romance to mystery to horror and more, this resource helps you prepare your submissions and sell your work. This must-have guide includes listings for over 1,300 book publishers, magazines, literary agents, writing contests and conferences, each containing current contact information, editorial needs, schedules and guidelines that save you time and take the guesswork out of the submission process. With more than 100 pages of listings for literary journals alone and another 100 pages of book publishers, plus special sections dedicated to the genres of romance, mystery/thriller, speculative fiction, and comics/graphic novels, the 2009 edition of this essential resource is your key to successfully selling your fiction.
For 28 years, Novel & Short Story Writer's Market has been the only resource of its kind exclusively for fiction writers. Covering all genres from romance to mystery to horror and more, this resource helps you prepare your submissions and sell your work. This must-have guide includes listings for over 1,300 book publishers, magazines, literary agents, writing contests and conferences, each containing current contact information, editorial needs, schedules and guidelines that save you time and take the guesswork out of the submission process. With more than 100 pages of listings for literary journals alone and another 100 pages of book publishers, plus special sections dedicated to the genres of romance, mystery/thriller, speculative fiction, and comics/graphic novels, the 2009 edition of this essential resource is your key to successfully selling your fiction.
What Wiz Zumalt could do with computers was magic on Earth. Then, one day the master computer hacker is called to a different world to help fight an evil known as the Black League. Suddenly, the Wiz finds himself in a place governed by magic--and in league with a red-headed witch who despises him.
“Series fans will find themselves right at home” as a computer game draws two players into the illusion-, pun-, and dragon-filled land of Xanth (Kirkus Reviews). Sixteen-year-old Dug has yet to be impressed by a computer game, but that’s before he gets hooked by Companions of Xanth—and the beguilingly beautiful princess-serpent he’s chosen to guide him. Nada Naga has her work cut out for her keeping Dug’s eyes on the magical prize . . . and off of her human form. Kim is no stranger to Xanth, which is why she chooses her favorite companion, Jenny Elf, to accompany her through its marvels—and dangers. Though Kim’s hyper-enthusiasm is infectious, she doesn’t really believe that Xanth is real, and it’s up to Jenny to prove it. What the two players don’t know is that there’s more at stake than winning; the very existence of Xanth hangs in the balance. Demons may run the game, but there are voids to avoid, loan sharks to outswim, and Com Pewter—the most evil machine of all—to outwit. Not to mention that a companion may be just as willing to sabotage Dug and Kim as help them succeed . . . “The legions of Xanth readers can rest assured that [Demons Don’t Dream] contains plenty of the punningly named animals, vegetables, people and things (such as the Ice Queen Clone and the Censor-Ship) that have become the series’ raison d’etre.” —Publishers Weekly
BEST RESOURCE AVAILABLE FOR GETTING YOUR FICTION PUBLISHED For three decades, fiction writers have turned to Novel & Short Story Writer's Market to keep them up-to-date on the industry and help them get published. Whatever your genre or form, the 2010 edition of Novel & Short Story Writer's Market tells you who to contact and what to send them. In this edition you'll find: • Complete, up-to-date contact information for 1,200 book publishers, magazines and journals, literary agents, contests and conferences. • News with novelists such as Gregory Frost, Jonathan Mayberry, Carolyn Hart, Chelsea Cain, Mary Rosenblum, Brian Evenson and Patricia Briggs, plus interviews with four debut authors who share their stories and offer advice. • Nearly 200 pages of informative and inspirational articles on the craft and business of fiction, including pieces on a writing humor, satire, unsympathetic characters, and genre fiction; tips from editors and authors on how to get published; exercises to improve your craft; and more. • Features devoted to genre writing including romance, mystery, and speculative fiction. • And new this year: access to all Novel & Short Story Writer's Market listings in a searchable online database!
Charles de Lint's Newford novels, loosely linked "tales" with overlapping characters set in an imaginary modern North American city, are tales of magic and myth afoot on today's city streets. But at the center of every de Lint story is the miracle of the human heart. And at the heart of Spirits in the Wires are Saskia Madding and Christiana Tree, both of whom are tied to perennial Newford character, the writer Christy Riddell. Are either Saskia or Christiana real? Christy's girlfriend, Saskia, believes she was born in a Web site, while Christiana is Christy's "shadow-self"--all the parts of him that he cast out when he was seven years old. At a popular Newford on-line research and library Web site called the Wordwood, a mysterious "crash" occurs. Everyone visiting the site at the moment of the crash vanishes from where they were sitting in front of their computers. Saskia disappears right before Christy's eyes, along with countless others. Now Christy and his companions must journey into Newford's otherworld, where the Wordwood, it transpires, has a physical presence of its own...to rescue their missing friends and loved ones and to set this viral spirit right before it causes further harm. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."