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Charactered Pieces: Stories
  • Language: en
  • Pages: 67

Charactered Pieces: Stories

With Charactered Pieces, Caleb J. Ross presents a varied world of familial discord, one where a dead fetus evokes more compassion than its mother (“Charactered Pieces”); where two brothers offer the destruction of a family legacy as a birthday gift for their aging father (“My Family’s Rule”); where one brother’s love of Holocaust documentaries pushes his family through the aftermath of his assumed suicide (“The Camp”). Charactered Pieces peels away the superficial armor of public life to reveal the flaws beneath and treats those perceived weaknesses not as hidden sources of pain but as reasons to celebrate life.

Stranger Will
  • Language: en
  • Pages: 281

Stranger Will

The child he loves. The idea of a child, he's beginning to understand, is where everything will go wrong. William works as a human remains removal specialist, removing stains left by the dead. Whether by a bloody crime scene or a quiet domestic death, William is reminded each day of the frailty of human life. As his fiancée, Julie, nears term with their first child William becomes increasingly desperate for a way to overcome his belief that to birth is to kill. But Mrs. Rose, an elementary school principal and messenger pigeon hobbyist, nurtures William’s depressive outlook and claims to have a way to prove that William’s hesitancy to accept fatherhood is not only natural but necessary. In this novel of impending parenthood, an idealistic teacher recruits a pliant protégé to join her group of Strangers – a devout collection of kindred minds who have dedicated their lives to cultivating a unique idea of perfection. But joining is easier than leaving. ,

The Far Empty
  • Language: en
  • Pages: 482

The Far Empty

  • Type: Book
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  • Published: 2018-02-27
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  • Publisher: Penguin

“[So] good I wish I’d written it. The poetic and bloody ground of west Texas has given birth to a powerful new voice in contemporary western crime fiction.”—Craig Johnson, New York Times bestselling author of the Walt Longmire series In this gritty crime debut set in the stark Texas borderlands, an unearthed skeleton will throw a small town into violent turmoil. Seventeen-year-old Caleb Ross is adrift in the wake of the sudden disappearance of his mother more than a year ago, and is struggling to find his way out of the small Texas border town of Murfee. Chris Cherry is a newly minted sheriff’s deputy, a high school football hero who has reluctantly returned to his hometown. When s...

Getting Gamers
  • Language: en

Getting Gamers

A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.

The Great Digital Commission
  • Language: en
  • Pages: 118

The Great Digital Commission

Attendance in US churches continues to sharply decline. As church leaders struggle to identify both root causes and possible responses, they often feel a sense of despair . . . but there is hope! When social media is used intentionally, it is the greatest tool that the church has ever had to fulfill the Great Commission. In our time, we should hear a Great Digital Commission. The Great Digital Commission offers a theological reflection on the importance of social media—while acknowledging its shortfalls—and suggests practical steps that can help congregations think about strategies for church growth and transformation. This book is designed to be approachable for pastors, church leaders, and church social media managers, as well as congregants who want a clearer sense of why social media is important to use within the church and how they can foster healthy social media accounts. The Great Digital Commission has been commanded! We have been called to spread the Good News from our doorsteps to the ends of earth using not only our words, but our posts, our tweets, our memes, our videos, our events, our pins, and our very lives. May it be so.

Lost in a Good Game
  • Language: en
  • Pages: 332

Lost in a Good Game

  • Type: Book
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  • Published: 2019-04-04
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  • Publisher: Icon Books

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a ...

How to Do Things with Videogames
  • Language: en
  • Pages: 194

How to Do Things with Videogames

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability...

Postal
  • Language: en
  • Pages: 110

Postal

In 1997, game studio Running With Scissors released its debut title, Postal, an isometric shooter aimed at shocking an imagined pearl-clutching public. The game was crass, gory, and dumb—all of which might have been forgivable if the game had been any fun to play. Postal gained enough notoriety from riding the wave of public outrage to warrant a sequel. And DLC. And a remake. And, perhaps most surprising of all, a Golden-Raspberry-winning feature film adaptation directed by the infamous Uwe Boll. In this thoughtful and hilarious tag-team performance, Brock Wilbur & Nathan Rabin probe the fascinatingly troubled game and film for what each can tell us about shock culture & mass shootings, interviewing the RWS team and even Boll himself for answers. Like it or not, Postal is the franchise that won't die—no matter how many molotov cocktails you throw at it.

The Little Sleep
  • Language: en
  • Pages: 286

The Little Sleep

The wickedly entertaining debut featuring Mark Genevich, Narcoleptic Detective Mark Genevich is a South Boston P.I. with a little problem: he's narcoleptic, and he suffers from the most severe symptoms, including hypnagogic hallucinations. These waking dreams wreak havoc for a guy who depends on real-life clues to make his living. Clients haven't exactly been beating down the door when Mark meets Jennifer Times—daughter of the powerful local D.A. and a contestant on American Star—who walks into his office with an outlandish story about a man who stole her fingers. He awakes from his latest hallucination alone, but on his desk is a manila envelope containing risqué photos of Jennifer. Are the pictures real, and if so, is Mark hunting a blackmailer, or worse? Wildly imaginative and with a pitch-perfect voice, Paul Tremblay's The Little Sleep is the first in a new series that casts a fresh eye on the rigors of detective work, and introduces a character who has a lot to prove—if only he can stay awake long enough to do it.

Red Dead Redemption
  • Language: en
  • Pages: 133

Red Dead Redemption

First garnering both dismissal and intrigue as “Grand Theft Horse,” Rockstar Games’ 2010 action-adventure Red Dead Redemption was met on its release with critical acclaim for its open-world gameplay, its immersive environments, and its authenticity to the experience of the Wild West. Well, the simulated Wild West, that is. Boss Fight invites you to find out how the West was created, sold, and marketed to readers, moviegoers, and gamers as a space where “freedom” and “progress” duel for control of the dry, punishing frontier. Join writer and scholar Matt Margini as he journeys across the broad and expansive genre known as the Western, tracing the lineage of the familiar self-sufficient loner cowboy from prototypes like Buffalo Bill, through golden age icons like John Wayne and antiheroes like Clint Eastwood’s “Man with No Name,” up to Red Dead’s John Marston. With a critical reading of Red Dead’s narrative, setting, and gameplay through the lens of the rich and ever-shifting genre of the Western, Margini reveals its connections to a long legacy of mythmaking that has colored not only the stories we love to consume, but the histories we tell about America.