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Two months have passed since the events of Burning Sky, and things have changed for Nathan Richards. Incensed by Kukulkan's victory and the unexpected loss of his mother, he refuses to play The Game until he knows what the stakes are-- until he meets a girl named Mavis in the field museum who died mysteriously at the Chicago Columbian Exposition, more than 100 years ago. With the help of Alyssa and his friends, he will have to immerse himself in the Chicago Expo and the deep rivalry between Thomas Edison and Nikola Tesla to learn Mavis's forgotten secret. This time, though, Nathan might have an advantage. Ah Puch, the Mayan god of the underworld, has offered Nathan his assistance against Kukulkan . . . no strings attached.
Emma - I know it sounds crazy. You (and Mum!) will be wondering where I've been disappearing to, and when I'll be back. That's why I'm leaving you all this evidence - in case something happens and I DON'T come back. Look at everything in my book. Call the phone numbers. Check out the websites. But, you can't tell ANYBODY about it, unless you want to end up in over your head, like me. But don't worry, I'll be OK (I think). Hey, maybe this is the beginning of a new life for me. For sure it's the end of the old one. Call me. Love, Cathy This book reaches beyond the written word to interact with teenage girls in ways they are quite familiar with in other areas of their lives. From instant-messaging to text-messaging, from surfing the web to having their own sites, the age-old story of 'boy dumps girl and girl wins boy back' is lifted from the page to our three-dimensional, 21st-century world.
In this first book in a new trilogy created by new media genius Jordan Weisman, Nathan Richards is your typical teen, one of the smartest at his school and the son of two famous archeologists, but he fails at everything because he refuses to apply himself. Never knowing his mother, who died on an archeological dig in a Mayan tomb while giving birth to him, Nathan is shocked, when on his thirteenth birthday he receives his birthright from the Mayan god Kukulkan. He is granted the ability to travel the frequencies and interact with the dead -- including his mother! Now the fate of the human race rests with Nathan, who must play a game for the world's survival -- all culminating with the end of the Mayan calendar on December 21, 2012. Now it is time for Nathan to use his newfound gifts, fulfill his potential, and save the world!
Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.
From the concert stage to the dressing room, from the recording studio to the digital realm, SPIN surveys the modern musical landscape and the culture around it with authoritative reporting, provocative interviews, and a discerning critical ear. With dynamic photography, bold graphic design, and informed irreverence, the pages of SPIN pulsate with the energy of today's most innovative sounds. Whether covering what's new or what's next, SPIN is your monthly VIP pass to all that rocks.
Compiles and annotates YALSA's "Popular Paperbacks for Young Adults" and "Quick Picks for Reluctant Readers." Includes theme lists.
Narrative theory is essential to everything from history to lyric poetry, from novels to the latest Hollywood blockbuster. Narrative theory explores how stories work and how we make them work. This Companion is both an introduction and a contribution to the field. It presents narrative theory as an approach to understanding all kinds of cultural production: from literary texts to historiography, from film and videogames to philosophical discourse. It takes the long historical view, outlines essential concepts, and reflects on the way narrative forms connect with and rework social forms. The volume analyzes central premises, identifies narrative theory's feminist foundations, and elaborates its significance to queer theory and issues of race. The specially commissioned essays are exciting to read, uniting accessibility and rigor, traditional concerns with a renovated sense of the field as a whole, and analytical clarity with stylistic dash. Topical and substantial, The Cambridge Companion to Narrative Theory is an engaging resource on a key contemporary concept.
The Experimental Book Object shows why and how books matter in the 21st century. Digital and audio platforms are commonplace, and other fields of art beyond literature have increasingly embraced books and publication as their medium of choice. Nevertheless, the manifold book object persists and continues to inspire various types of experimentation. This volume sets forth an unprecedented approach where literary and media theory are entangled with design practitioners’ artistic research and process descriptions. By probing the paradigm of the codex, this collection of essays focuses on historical and contemporary experimentation that has challenged what books are and could be from the perspectives of materiality, mediation, and visual and typographic design. Investigations into less-studied areas and cases of performativity demonstrate what experimental books do by interacting with their systemic and cultural environments. The volume offers a multifaceted and multidisciplinary view of the book object, the book design and publishing processes, and their significance in the digital age.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).