Author: Ethan Gilsdorf
Publisher: Rowman & Littlefield
ISBN: 0762766786
Category : Social Science
Languages : en
Pages : 335
Book Description
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 andGaming 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
Author: Ethan Gilsdorf
Publisher: Rowman & Littlefield
ISBN: 0762766786
Category : Social Science
Languages : en
Pages : 335
Book Description
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 andGaming 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
Publisher: Rowman & Littlefield
ISBN: 0762766786
Category : Social Science
Languages : en
Pages : 335
Book Description
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 andGaming 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
Author: Ethan Gilsdorf
Publisher: Rowman & Littlefield
ISBN: 1599218429
Category : Social Science
Languages : en
Pages : 338
Book Description
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.
Publisher: Rowman & Littlefield
ISBN: 1599218429
Category : Social Science
Languages : en
Pages : 338
Book Description
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.
Leaving Mundania
Author: Lizzie Stark
Publisher: Chicago Review Press
ISBN: 1613740670
Category : Games & Activities
Languages : en
Pages : 274
Book Description
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.
Publisher: Chicago Review Press
ISBN: 1613740670
Category : Games & Activities
Languages : en
Pages : 274
Book Description
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
Author: N. K. Jemisin
Publisher: Quirk Books
ISBN: 1594745307
Category : Humor
Languages : en
Pages : 229
Book Description
The essential companion for the geek era: a fusion of inspirational quotes, philosophy, and pop culture drawn from the entire cult-classic canon of film, TV, books, comics, and science. Celebrate nerd culture by taking a page out of your all-time favorites, like Star Wars and Star Trek, The Lord of the Rings and Dune—and much more! 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.
Publisher: Quirk Books
ISBN: 1594745307
Category : Humor
Languages : en
Pages : 229
Book Description
The essential companion for the geek era: a fusion of inspirational quotes, philosophy, and pop culture drawn from the entire cult-classic canon of film, TV, books, comics, and science. Celebrate nerd culture by taking a page out of your all-time favorites, like Star Wars and Star Trek, The Lord of the Rings and Dune—and much more! 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.
Playing at the World
Author: Jon Peterson
Publisher:
ISBN: 9780615642048
Category : Computer games
Languages : en
Pages : 698
Book Description
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.
Publisher:
ISBN: 9780615642048
Category : Computer games
Languages : en
Pages : 698
Book Description
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.
The Wisdom of the Shire
Author: Noble Smith
Publisher: Macmillan
ISBN: 1250026415
Category : Self-Help
Languages : en
Pages : 223
Book Description
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.
Publisher: Macmillan
ISBN: 1250026415
Category : Self-Help
Languages : en
Pages : 223
Book Description
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
Author: Ned Vizzini
Publisher: Balzer + Bray
ISBN: 9780062079916
Category : Young Adult Fiction
Languages : en
Pages : 0
Book Description
From Ned Vizzini, the best-selling author of It's Kind of a Funny Story and the co-author of the New York Times bestseller House of Secrets, comes this geektastic tale about role-playing and growing up. The Other Normals is a story from one of the most brilliant voices in teen literature about the winding and often hilarious path to manhood. Given the chance, fifteen-year-old Peregrine "Perry" Eckert would dedicate every waking moment to Creatures & Caverns, a role-playing game with magical creatures, spell casting, and deadly weapons. The world of C&C is where he feels most comfortable in his own skin. But that isn't happening—not if his parents have anything to do with it. Concerned their son lacks social skills, they ship him off to summer camp. Perry is bracing himself for the worst summer of his life. Everything changes, however, when Perry gets to camp and stumbles into the World of the Other Normals. There he meets Mortin Enaw, one of the creators of C&C, and mythical creatures from the game. Perry's new otherworldly friends need his help to save their princess and prevent mass violence. As they embark on their quest together, Perry realizes that his nerdy childhood has uniquely prepared him to be a great warrior in this world, and maybe even a hero. But to save the princess, Perry will have to learn how to make real connections in the human world as well.
Publisher: Balzer + Bray
ISBN: 9780062079916
Category : Young Adult Fiction
Languages : en
Pages : 0
Book Description
From Ned Vizzini, the best-selling author of It's Kind of a Funny Story and the co-author of the New York Times bestseller House of Secrets, comes this geektastic tale about role-playing and growing up. The Other Normals is a story from one of the most brilliant voices in teen literature about the winding and often hilarious path to manhood. Given the chance, fifteen-year-old Peregrine "Perry" Eckert would dedicate every waking moment to Creatures & Caverns, a role-playing game with magical creatures, spell casting, and deadly weapons. The world of C&C is where he feels most comfortable in his own skin. But that isn't happening—not if his parents have anything to do with it. Concerned their son lacks social skills, they ship him off to summer camp. Perry is bracing himself for the worst summer of his life. Everything changes, however, when Perry gets to camp and stumbles into the World of the Other Normals. There he meets Mortin Enaw, one of the creators of C&C, and mythical creatures from the game. Perry's new otherworldly friends need his help to save their princess and prevent mass violence. As they embark on their quest together, Perry realizes that his nerdy childhood has uniquely prepared him to be a great warrior in this world, and maybe even a hero. But to save the princess, Perry will have to learn how to make real connections in the human world as well.
Gamelife
Author: Michael W. Clune
Publisher: Macmillan + ORM
ISBN: 0374713170
Category : Biography & Autobiography
Languages : en
Pages : 173
Book Description
In telling the story of his youth through seven computer games, critically acclaimed author Michael W. Clune (White Out) captures the part of childhood we live alone. You have been awakened. Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people." Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.
Publisher: Macmillan + ORM
ISBN: 0374713170
Category : Biography & Autobiography
Languages : en
Pages : 173
Book Description
In telling the story of his youth through seven computer games, critically acclaimed author Michael W. Clune (White Out) captures the part of childhood we live alone. You have been awakened. Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people." Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.
Dungeons & Dragons Art & Arcana
Author: Michael Witwer
Publisher: Ten Speed Press
ISBN: 0399580948
Category : Games & Activities
Languages : en
Pages : 450
Book Description
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity—now in a 50th Anniversary Edition with bonus content. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official Dungeons & Dragons illustrated history provides an unprecedented look at the visual evolution of the brand and its continued influence on the worlds of pop culture and fantasy. You’ll find more than seven hundred pieces of artwork within from • each edition of the core role-playing books, supplements, and adventures • the Forgotten Realms and Dragonlance novels • decades of Dragon and Dungeon magazines • classic advertisements and merchandise • plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with Dungeons & Dragons The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. The 50th Anniversary Edition also includes six fold-out sections featuring essential artwork from the most iconic—and deadliest—dungeons in D&D history. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game’s millions of fans around the world.
Publisher: Ten Speed Press
ISBN: 0399580948
Category : Games & Activities
Languages : en
Pages : 450
Book Description
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity—now in a 50th Anniversary Edition with bonus content. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official Dungeons & Dragons illustrated history provides an unprecedented look at the visual evolution of the brand and its continued influence on the worlds of pop culture and fantasy. You’ll find more than seven hundred pieces of artwork within from • each edition of the core role-playing books, supplements, and adventures • the Forgotten Realms and Dragonlance novels • decades of Dragon and Dungeon magazines • classic advertisements and merchandise • plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with Dungeons & Dragons The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. The 50th Anniversary Edition also includes six fold-out sections featuring essential artwork from the most iconic—and deadliest—dungeons in D&D history. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game’s millions of fans around the world.
Blood Plagues and Endless Raids
Author: Anthony Palumbi
Publisher: Chicago Review Press
ISBN: 1613736878
Category : Social Science
Languages : en
Pages : 270
Book Description
One hundred million people have played World of Warcraft in the 12 years since its inception. Those people did more than play; they worked, they fought, they triumphed, they held entire game servers hostage, they even married each other in real life. They developed new identities, swapping their workaday selves for warriors, mages, assassins, and healers. Blood Plagues and Endless Raids explores a wild, incredibly complex culture partly through the author's engaging personal story but also through the stories of other players and developers. It represents the definitive (and only) account of one of the world's biggest pop culture phenomena.
Publisher: Chicago Review Press
ISBN: 1613736878
Category : Social Science
Languages : en
Pages : 270
Book Description
One hundred million people have played World of Warcraft in the 12 years since its inception. Those people did more than play; they worked, they fought, they triumphed, they held entire game servers hostage, they even married each other in real life. They developed new identities, swapping their workaday selves for warriors, mages, assassins, and healers. Blood Plagues and Endless Raids explores a wild, incredibly complex culture partly through the author's engaging personal story but also through the stories of other players and developers. It represents the definitive (and only) account of one of the world's biggest pop culture phenomena.