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Ready Player Two

Ready Player Two
A Novel

by Ernest Cline

  • Publisher : Ballantine Books
  • Release : 2020-11-24
  • Pages : 384
  • ISBN : 1524761354
  • Language : En, Es, Fr & De
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#1 NEW YORK TIMES BESTSELLER • The highly anticipated sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.

Ready Player Two

Ready Player Two
A Book

by Ernest Cline

  • Publisher : NOVA
  • Release : 2021-03-25
  • Pages : 464
  • ISBN : 8418037091
  • Language : En, Es, Fr & De
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La secuela de Ready Player One, el best seller mundial que Steven Spielberg adaptó al cine. «Esta historia trata sobre ti y sobre la influencia que han tenido los videojuegos en tu vida.» Trevor Noah Días después de ganar la competición ideada por James Halliday, el fundador de OASIS, Wade Watts hace un descubrimiento que lo cambia todo. Oculto en las cajas fuertes de Halliday y a la espera de que lo encuentre su heredero, se halla un avance tecnológico que volverá a cambiar el mundo y convertirá a OASIS en un lugar mil veces más asombroso (y adictivo) de lo que Wade jamás habría creído posible. Dicho avance da pie a un nuevo acertijo y a una nueva misión, un último Huevo de Pascua de Halliday que da a entender que existe un misterioso premio. Wade también se encontrará con un nuevo rival muy peligroso, increíblemente poderoso y capaz de matara millones de personas para conseguir lo que quiere. La vida de Wade y el futuro de OASIS vuelven a estar en juego, pero en esta ocasión también pende de un hilo el destino de la humanidad. Con una nostalgia y una originalidad que solo podrían salir de la mente de Ernest Cline, Ready Player Two nos adentra de nuevo en su querido universo virtual, embarcándonos en otra aventura imaginativa, divertida y llena de acción, y vuelve a impresionarnos con su apasionante representación del futuro. Sobre Ready Player One: «Un libro impresionante. Me pareció que estaba escrito para mí.» Patrick Rothfuss

Ready Player Two

Ready Player Two
The highly anticipated sequel to READY PLAYER ONE

by Ernest Cline

  • Publisher : Random House
  • Release : 2020-11-24
  • Pages : 384
  • ISBN : 1473539757
  • Language : En, Es, Fr & De
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_____________________ AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday's contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday's vaults, waiting for his heir to find it, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous - and addictive - than even Wade dreamed possible. With it comes a new riddle, and a new quest: a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who'll kill millions to get what he wants. Wade's life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again. _____________________ 'Delving back into the universe of OASIS is a nostalgic delight... fans will love returning to Cline's virtual world.' Press Association 'Living up to the smash hit Ready Player One - turned into a film by Steven Spielberg - was never going to be easy, but Ernest Cline's wry and savage sequel shows how it should be done... A wild ride. Make this into a movie now.' The Times 'Ernest Cline takes Ready Player One, gives it a software update, adds some more nostalgia and delivers sheer joy in Ready Player Two.' Phil Williams, Times Radio 'A stunning, futuristic thrill-ride, full of nostalgia and wonderful set-pieces. Ready Player Two improves on everything from its predecessor.' Daily Express _____________________ Praise for Ready Player One: 'Enchanting . . . Willy Wonka meets The Matrix.' USA Today 'An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.' CNN 'Delightful . . . the grown-up's Harry Potter.' HuffPost 'As one adventure leads expertly to the next, time simply evaporates.' Entertainment Weekly 'Gorgeously geeky, superbly entertaining, [and] spectacularly successful.' Daily Mail 'A smart, funny thriller that both celebrates and critiques online culture.' San Francisco Chronicle 'A geek fantasia, '80s culture memoir and commentary on the future of online behavior all at once.' Austin American-Statesman

Ready Player Two

Ready Player Two
Women Gamers and Designed Identity

by Shira Chess

  • Publisher : U of Minnesota Press
  • Release : 2017-10-01
  • Pages : 240
  • ISBN : 1452954992
  • Language : En, Es, Fr & De
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Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Ready Player One

Ready Player One
A Book

by Ernest Cline

  • Publisher : Random House
  • Release : 2011-08-18
  • Pages : 384
  • ISBN : 1446493830
  • Language : En, Es, Fr & De
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PRE-ORDER NOW - READY PLAYER TWO: THE SEQUEL ______________________ THE BOOK BEHIND THE MAJOR MOTION PICTURE DIRECTED BY STEVEN SPIELBERG Now available for the first time in a beautiful hardback edition, perfect for hardcore fans and collectors A world at stake. A quest for the ultimate prize. Are you ready? It's the year 2044, and the real world has become an ugly place. We're out of oil. We've wrecked the climate. Famine, poverty, and disease are widespread. Like most of humanity, Wade Watts escapes this depressing reality by spending his waking hours jacked into the OASIS, a sprawling virtual utopia where you can be anything you want to be, where you can live and play and fall in love on any of ten thousand planets. And like most of humanity, Wade is obsessed by the ultimate lottery ticket that lies concealed within this alternate reality: OASIS founder James Halliday, who dies with no heir, has promised that control of the OASIS - and his massive fortune - will go to the person who can solve the riddles he has left scattered throughout his creation. For years, millions have struggled fruitlessly to attain this prize, knowing only that the riddles are based in the culture of the late twentieth century. And then Wade stumbles onto the key to the first puzzle. Suddenly, he finds himself pitted against thousands of competitors in a desperate race to claim the ultimate prize, a chase that soon takes on terrifying real-world dimensions - and that will leave both Wade and his world profoundly changed. ____________________________________ If you loved READY PLAYER ONE and can't wait for more, check out ARMADA, Ernest Cline's geek masterpiece! 'Wildly original and stuffed with irresistible nostalgia, Ready Player One is a spectacularly genre-busting, ambitious, and charming debut' Independent 'Part intergalactic scavenger hunt, part romance, and all heart' CNN 'Ernest Cline's novel deserves to be a modern classic' SciFiNow 'Gorgeously geeky, superbly entertaining, this really is a spectacularly successful debut' Daily Mail

Ready player one

Ready player one
A Book

by Ernest Cline

  • Publisher : Unknown Publisher
  • Release : 2016
  • Pages : 329
  • ISBN : 9789722358231
  • Language : En, Es, Fr & De
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Armada

Armada
From the author of READY PLAYER ONE

by Ernest Cline

  • Publisher : Random House
  • Release : 2015-07-16
  • Pages : 368
  • ISBN : 1448184088
  • Language : En, Es, Fr & De
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PRE-ORDER NOW - READY PLAYER TWO: THE HIGHLY ANTICIPATED SEQUEL TO READY PLAYER ONE _______________________ '[A] masterful tale of Earth's desperate struggle against a powerful alien foe.' - Andy Weir, bestselling author of The Martian _______________________ It's just another day of high school for Zack Lightman. He's daydreaming through another boring math class, with just one more month to go until graduation and freedom-if he can make it that long without getting suspended again. Then he glances out his classroom window and spots the flying saucer. At first, Zack thinks he's going crazy. A minute later, he's sure of it. Because the UFO he's staring at is straight out of the videogame he plays every night, a hugely popular online flight simulator called Armada-in which gamers just happen to be protecting the earth from alien invaders. But what Zack's seeing is all too real. And his skills-as well as those of millions of gamers across the world-are going to be needed to save the earth from what's about to befall it. Yet even as he and his new comrades scramble to prepare for the alien onslaught, Zack can't help thinking of all the science-fiction books, TV shows, and movies he grew up reading and watching, and wonder: Doesn't something about this scenario seem a little too... familiar? Armada is at once a rollicking, surprising thriller, a classic coming of age adventure, and an alien-invasion tale like nothing you've ever read before-one whose every page is infused with author Ernest Cline's trademark pop-culture savvy. _______________________ Here's what everyone's saying about this epic masterpiece: 'a modern classic' - R.M. Rangeley on Amazon, 5 stars 'A modern masterpiece full of a new style of literary magic' - Spiros Kagadis on Amazon, 5 stars 'Excellent. Even better than Ready Player One.' - David Hay on Amazon, 5 stars 'One of my favourite books of all time. Incredibly well written' - Erin Coppin on Amazon, 5 stars 'Awesome! If you liked Ready Player One, would be very surprised if you don't like this' - T. Llewellyn-Sanders on Amazon, 5 stars 'Absolutely awesome!!! Read in less than 24 hours, hooked on every page' - R. Nicholson on Amazon, 5 stars 'Amazing and a great follow up read to Ready Player One!' - Chris on Amazon, 5 stars 'an incredible story which had me on the edge of my seat the whole time... a joy to read' - Helen Ratcliffe on Amazon, 5 stars 'Cline brings you back to all those amazing, unbelievable things you imagined could happen as a kid and makes them real' - Amazon reviewer, 5 stars 'Absolutely brilliant! Couldn't put it down, a must read' - Sam Bean on Amazon, 5 stars 'a love letter to old school alien invasion sci-fi... Highly, HIGHLY recommended for all fans of Cline's previous novel, Ready Player One, as well as any classic science fiction fan' - Izzy on Amazon, 5 stars 'Ernest Cline is celebrating this culture in a way that's not just adding another book to the genre, but actually truly celebrating it, the possibilities, wonders and madness of it all' - Heather on Amazon, 5 stars 'majorly, fantastically geeky... Armada just ticked all my boxes' - H. Ross on Amazon, 5 stars This book has been published with two different covers and may be delivered with either cover. Please rest assured that regardless of the cover, the content of the book is the same.

Ready Player Two

Ready Player Two
Word Search

by MEREADY

  • Publisher : Unknown Publisher
  • Release : 2020-12-19
  • Pages : 120
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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NEW YORK TIMES BESTSELLER * NAMED ONE OF THE BEST BOOKS OF THE YEAR AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY?

Ready Player Two

Ready Player Two
A Brief History of Science Fiction

by University Press

  • Publisher : Unknown Publisher
  • Release : 2020-11-12
  • Pages : 58
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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University Press returns with another short and captivating book - a brief history of science fiction. Science fiction is a speculative genre that often explores the potential consequences of scientific, social, and technological innovations. Centuries before the Scientific Revolution, storytellers had already imagined space travel, human contact with alien life forms, battles for control of the moon, and time travel. After the Scientific Revolution, visionaries like Jonathan Swift, Isaac Asimov, Mary Shelley, Jules Verne, H.G. Wells, George Orwell, Stanley Kubrick, and George Lucas captured our imaginations, challenged us to consider all possibilities, and inspired a collective sense of wonder. This short book peels back the veil and - from alien invasion, to cyberpunk, to post-apocalyptic, to space opera, to steam punk - provides a brief, fascinating glimpse into the heart and history of science fiction - a glimpse that you can read in about an hour.

Understanding Games and Game Cultures

Understanding Games and Game Cultures
A Book

by Ingrid Richardson,Larissa Hjorth,Hugh Davies

  • Publisher : SAGE
  • Release : 2021-03-27
  • Pages : 232
  • ISBN : 1529736730
  • Language : En, Es, Fr & De
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No longer a marginal media form, the study of digital game industries and ‘gameification’ is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.

Gamer Trouble

Gamer Trouble
Feminist Confrontations in Digital Culture

by Amanda Phillips

  • Publisher : NYU Press
  • Release : 2020-04-21
  • Pages : 256
  • ISBN : 1479834920
  • Language : En, Es, Fr & De
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Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.

Adventure Games

Adventure Games
Playing the Outsider

by Aaron A. Reed,John Murray,Anastasia Salter

  • Publisher : Bloomsbury Publishing USA
  • Release : 2020-02-20
  • Pages : 240
  • ISBN : 1501346555
  • Language : En, Es, Fr & De
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The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.

Free-To-Play

Free-To-Play
Mobile Video Games, Bias, and Norms

by Christopher A. Paul

  • Publisher : Unknown Publisher
  • Release : 2020
  • Pages : 312
  • ISBN : 0262539411
  • Language : En, Es, Fr & De
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"Paul charts the appeal of free-to-play games and examines how they challenge dominant game industry norms"--

Who Are You?

Who Are You?
Nintendo's Game Boy Advance Platform

by Alex Custodio

  • Publisher : Unknown Publisher
  • Release : 2020
  • Pages : 248
  • ISBN : 0262044390
  • Language : En, Es, Fr & De
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"GBA is the progentitor of handheld gaming platforms today. Who are You? offers fresh ways of thinking about the production, circulation, and actual use of a video game platform"--

Manga Cultures and the Female Gaze

Manga Cultures and the Female Gaze
A Book

by Kathryn Hemmann

  • Publisher : Springer Nature
  • Release : 2020-03-31
  • Pages : 173
  • ISBN : 3030180956
  • Language : En, Es, Fr & De
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The female gaze is used by writers and readers to examine narratives from a perspective that sees women as subjects instead of objects, and the application of a female gaze to male-dominated discourses can open new avenues of interpretation. This book explores how female manga artists have encouraged the female gaze within their work and how female readers have challenged the male gaze pervasive in many forms of popular media. Each of the chapters offers a close reading of influential manga and fancomics to illustrate the female gaze as a mode of resistant reading and creative empowerment. By employing a female gaze, professional and amateur creators are able to shape and interpret texts in a manner that emphasizes the role of female characters while challenging and reconfiguring gendered themes and issues.

Video Games Have Always Been Queer

Video Games Have Always Been Queer
A Book

by Bonnie Ruberg

  • Publisher : NYU Press
  • Release : 2019-03-19
  • Pages : 329
  • ISBN : 1479859982
  • Language : En, Es, Fr & De
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Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

How to Play Video Games

How to Play Video Games
A Book

by Nina Huntemann

  • Publisher : NYU Press
  • Release : 2019-03-26
  • Pages : 400
  • ISBN : 147980214X
  • Language : En, Es, Fr & De
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Theorizing Digital Rhetoric

Theorizing Digital Rhetoric
A Book

by Aaron Hess,Amber Davisson

  • Publisher : Routledge
  • Release : 2017-07-20
  • Pages : 248
  • ISBN : 1351788639
  • Language : En, Es, Fr & De
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Theorizing Digital Rhetoric takes up the intersection of rhetorical theory and digital technology to explore the ways in which rhetoric is challenged by new technologies and how rhetorical theory can illuminate discursive expression in digital contexts. The volume combines complex rhetorical theory with personal anecdotes about the use of technologies to create a larger philosophical and rhetorical account of how theorists approach the examinations of new and future digital technologies. This collection of essays emphasizes the ways that digital technology intrudes upon rhetorical theory and how readers can be everyday rhetorical critics within an era of ever-increasing use of digital technology. Each chapter effectively blends theorizing between rhetoric and digital technology, informing readers of the potentiality between the two ideas. The theoretical perspectives informed by digital media studies, rhetorical theory, and personal/professional use provide a robust accounting of digital rhetoric that is timely, personable, and useful.

A Kid's Guide to Fandom

A Kid's Guide to Fandom
Exploring Fan-Fic, Cosplay, Gaming, Podcasting, and More in the Geek World!

by Amy Ratcliffe

  • Publisher : Hachette UK
  • Release : 2021-05-04
  • Pages : 160
  • ISBN : 0762498773
  • Language : En, Es, Fr & De
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Help young fans get in touch with their inner geeks with the ultimate guidebook for creating, sharing, and enjoying the world of fandom. Being a fan is a big deal. Whether it's comics, video games, podcasts, cosplay, books, films, or something else, there are so many ways to share and celebrate with the things that you love. So, it's high time for a guide to help young fans navigate the world of fandom and its many flourishing communities—from fan works to cosplay, gaming, podcasting, and more! Filled with history, trivia, tips and advice to getting started, and insight from creators and artists from across pop culture and specializing in a wide variety of mediums, A Kid's Guide to Fandom is the perfect geeky primer for young fans. Organized by type of fandom medium, each chapter offers a brief introduction, facts, history sidebars, and easy to digest information on how to: Create Fan Fic or Fan Art Design and Create a Cosplay Start a Podcast Design and Create Games (video games, tabletop, and other role playing games) Find and Create Supportive Communities Find and Attend Conventions Plus, interviews with popular creatives like Alan Gratz, Erin Lefler, Jen Bartel, Daniel José Older, Rose Eveleth, Kat Kruger, Jordan Dené Ellis, Liz Crowder, and more.

READY PLAYER ONE - Summarized for Busy People

READY PLAYER ONE - Summarized for Busy People
Based on the Book by Ernest Cline

by Goldmine Reads

  • Publisher : Goldmine Reads
  • Release : 2017-08-28
  • Pages : 113
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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This book summary and analysis is created for individuals who want to extract the essential contents and are too busy to go through the full version. This book is not intended to replace the original book. Instead, we highly encourage you to buy the full version. The year is 2044, and humankind has retreated into the virtual world. Wade Watts escapes the ugliness of the real world by spending most of the day inside OASIS—the virtual dreamland where you can turn your imagination to reality, the adventure playground where you can visit any of the thousands of existing worlds. Like all other OASIS users, Wade dreams of finding the Easter egg left by creator James Halliday. Whoever solves Halliday's fiendish riddles and reaches the egg will be granted immense fortune and supreme power in OASIS. Years pass and millions fail. Over time, players all over the world become erudite of the things Halliday had loved: the 80s pop culture. Among these players is Wade, who is more than happy to simply recite Devo lyrics and play Pac-Man with fellow enthusiasts. But one day, he comes upon the first Key. Suddenly, the world, which has long been quiet about the Hunt, begins to watch. Thousands of competitors scramble, including a powerful organization that will do anything in order to get to the prize. For Wade, to survive means to win, but to do so, he will have to stand up and go out into the real world—a place he has long been trying to escape. Wait no more, take action and get this book now!