Fantasy Freaks and Gaming Geeks

Fantasy Freaks and Gaming Geeks
Author: Ethan Gilsdorf
Publsiher: Rowman & Littlefield
Total Pages: 336
Release: 2010-09-01
Genre: Social Science
ISBN: 9780762766789

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An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf's got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac's On the Road.” —National Public Radio's “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks and Gaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It's a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post

Fantasy Freaks and Gaming Geeks

Fantasy Freaks and Gaming Geeks
Author: Ethan Gilsdorf
Publsiher: Rowman & Littlefield
Total Pages: 338
Release: 2009-09
Genre: Social Science
ISBN: 9781599218427

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Fantasy. Science fiction. Role-playing games. People around the globe turn away from the “real” world to inhabit others. Movie fan-freaks design costumes and collect Lord of the Rings action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them—old, young, male, female, able-bodied, and disabled—into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien’s hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors—12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.

Playing at the World

Playing at the World
Author: Jon Peterson
Publsiher: Unknown
Total Pages: 698
Release: 2012
Genre: Computer games
ISBN: 0615642047

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Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

Leaving Mundania

Leaving Mundania
Author: Lizzie Stark
Publsiher: Chicago Review Press
Total Pages: 274
Release: 2012-05-01
Genre: Games & Activities
ISBN: 9781613740675

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Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.

Geek Wisdom

Geek Wisdom
Author: N. K. Jemisin,Genevieve Valentine,Eric San Juan,Zaki Hasan
Publsiher: Quirk Books
Total Pages: 224
Release: 2011-08-02
Genre: Social Science
ISBN: 9781594745300

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THE GEEKS HAVE INHERITED THE EARTH. Computer nerds are our titans of industry; comic-book superheroes are our Hollywood idols; the Internet is our night on the town. Clearly, geeks know something about life in the 21st century that other folks don’t—something we all can learn from. Geek Wisdom takes as gospel some 200 of the most powerful and oft-cited quotes from movies (“Where we’re going, we don’t need roads”), television (“Now we know—and knowing is half the battle”), literature (“All that is gold does not glitter”), games, science, the Internet, and more. Now these beloved pearls of modern-day culture have been painstakingly interpreted by a diverse team of hardcore nerds with their imaginations turned up to 11. Yes, this collection of mini-essays is by, for, and about geeks—but it’s just so surprisingly profound, the rest of us would have to be dorks not to read it. So say we all.

The Wisdom of the Shire

The Wisdom of the Shire
Author: Noble Smith
Publsiher: Macmillan
Total Pages: 224
Release: 2012-10-30
Genre: Self-Help
ISBN: 9781250026415

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In The Wisdom of the Shire, Noble Smith sheds a light on the life-changing ideas tucked away inside the classic works of J. R. R. Tolkien and his most beloved creation—the stouthearted Hobbits. How can simple pleasures such as gardening, taking long walks, and eating delicious meals with friends make you significantly happier? Why is the act of giving presents on your birthday instead of getting them such a revolutionary idea? What should you do when dealing with the Gollum in your life? And how can we carry the burden of our own "magic ring of power" without becoming devoured by it? The Wisdom of the Shire holds the answers to these and more of life's essential questions.

The Other Normals

The Other Normals
Author: Ned Vizzini
Publsiher: Turtleback Books
Total Pages: 0
Release: 2014-03-25
Genre: Electronic Book
ISBN: 0606350756

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For use in schools and libraries only. Sent to summer camp to develop social skills, Perry stumbles upon a fantasy land much like his favorite role-playing game, Creatures & Caverns, and sets out to help save the realm's princess and prevent the land's destruction.

Pym A Novel

Pym  A Novel
Author: Mat Johnson
Publsiher: One World
Total Pages: 386
Release: 2012-09-04
Genre: Fiction
ISBN: 9780812981766

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“THE SHARPEST AND MOST UNUSUAL STORY I READ LAST YEAR . . . [Mat] Johnson’s satirical vision roves as freely as Kurt Vonnegut’s and is colored with the same sort of passionate humanitarianism.”—Maud Newton, New York Times Magazine NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The Washington Post • Vanity Fair • Houston Chronicle • The Seattle Times • Salon • National Post • The A.V. Club Recently canned professor of American literature Chris Jaynes has just made a startling discovery: the manuscript of a crude slave narrative that confirms the reality of Edgar Allan Poe’s strange and only novel, The Narrative of Arthur Gordon Pym of Nantucket. Determined to seek out Tsalal, the remote island of pure and utter blackness that Poe describes, Jaynes convenes an all-black crew of six to follow Pym’s trail to the South Pole, armed with little but the firsthand account from which Poe derived his seafaring tale, a bag of bones, and a stash of Little Debbie snack cakes. Thus begins an epic journey by an unlikely band of adventurers under the permafrost of Antarctica, beneath the surface of American history, and behind one of literature’s great mysteries. “Outrageously entertaining, [Pym] brilliantly re-imagines and extends Edgar Allan Poe’s enigmatic and unsettling Narrative of Arthur Gordon Pym of Nantucket. . . . Part social satire, part meditation on race in America, part metafiction and, just as important, a rollicking fantasy adventure . . . reminiscent of Philip Roth in its seemingly effortless blend of the serious, comic and fantastic.”—Michael Dirda, The Washington Post “Blisteringly funny.”—Laura Miller, Salon “Relentlessly entertaining.”—The New York Times Book Review “Imagine Kurt Vonnegut having a beer with Ralph Ellison and Jules Verne.”—Vanity Fair “Screamingly funny . . . Reading Pym is like opening a big can of whoop-ass and then marveling—gleefully—at all the mayhem that ensues.”—Houston Chronicle