The New York Times bestselling series that inspired the international hit video game: The Witcher. *Look out for Season of Storms in April 2018* For over a century, humans, dwarves, gnomes, and elves have lived together in relative peace. But times have changed, the uneasy peace is over, and now the races are fighting once again. The only good elf, it seems, is a dead elf. Geralt of Rivia, the cunning assassin known as The Witcher, has been waiting for the birth of a prophesied child. This child has the power to change the world - for good, or for evil. As the threat of war hangs over the land and the child is hunted for her extraordinary powers, it will become Geralt's responsibility to protect them all - and the Witcher never accepts defeat. Blood of Elves is the first full-length Witcher novel, and the perfect follow up if you've read The Last Wish collection. Witcher novelsBlood of Elves The Time of Contempt Baptism of Fire The Tower of SwallowsLady of the Lake Witcher collectionsThe Last WishSword of Destiny The Malady and Other Stories: An Andrzej Sapkowski Sampler (e-only) Translated from original Polish by Danusia Stok
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The New York Times bestselling series that inspired the international hit video game: The Witcher Geralt is a witcher: guardian of the innocent; protector of those in need; a defender, in dark times, against some of the most frightening creatures of myth and legend. His task, now, is to protect Ciri. A child of prophecy, she will have the power to change the world for good or for ill -- but only if she lives to use it. A coup threatens the Wizard's Guild.War breaks out across the lands.A serious injury leaves Geralt fighting for his life...... and Ciri, in whose hands the world's fate rests, has vanished... The Witcher returns in this sequel to Blood of Elves. Witcher novelsBlood of Elves The Time of Contempt Baptism of Fire The Tower of SwallowsLady of the Lake Witcher collectionsThe Last WishSword of Destiny The Malady and Other Stories: An Andrzej Sapkowski Sampler (e-only) Translated from original Polish by David French
Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
Chaos sweeps through the magical realm after an upstart halfblood known as the Elvenbane challenges the cruel Elvenlords' rule
Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.
Asherkan Iblis is a blood demon, a slave to elves and a soldier. He keeps the fact he has royal elvish blood a secret. His half brother returns to broker peace but reveals he is actually there for much more and Asher faces a decision that could lead to his death. Simeon Blue, brother of the leader of the Feline Guild, mountain lion shifter, is tasked to accompany Phin on a mission over the Red Mountains and into the Second Kingdom. He has to talk to the Guild but all they want to do is stay in isolation and his mission is fraught with danger. When Simeon is wounded Asher hides him and suddenly, next to a kings death, a cousin's hate, and Ludvik's black magic, love falls on the agenda.
"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky
Looks at the philosophy behind some of the biggest names in pop culture, including movies, video games, music groups, and more.
"For those interested in further pursuing the relationship between meaning and games, Game Love is recommended reading"--Sport in American History. What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
The reclusive elvenlord Kyrtian finds himself caught in the conflict between some of the powerful elvenlords and their rebellious sons and he embarks on a quest to find the Great Portal, his own missing father, and the secret of his origins.