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Deep End

Ali Hazelwood

The Instant #1 New York Times Bestseller!

A competitive diver and an ace swimmer jump into forbidden waters in this steamy college romance from the New York Times bestselling author of The Love Hypothesis.

Scarlett Vandermeer is swimming upstream. A Junior at Stanford and a student-athlete who specializes in platform diving, Scarlett prefers to keep her head down, concentrating on getting into med school and on recovering from the injury that almost ended her career. She has no time for relationships—at least, that’s what she tells herself.

Swim captain, world champion, all-around aquatics golden boy, Lukas Blomqvist thrives on discipline. It’s how he wins gold medals and breaks records: complete focus, with every stroke. On the surface, Lukas and Scarlett have nothing in common. Until a well-guarded secret slips out, and everything changes.

So they start an arrangement. And as the pressure leading to the Olympics heats up, so does their relationship. It was supposed to be just a temporary, mutually satisfying fling. But when staying away from Lukas becomes impossible, Scarlett realizes that her heart might be treading into dangerous water...

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Glass Town

Isabel Greenberg

An NPR Best Book, New York Times bestselling author/illustrator Isabel Greenberg's Glass Town is a graphic novel about the Brontë siblings and the strange and marvelous imaginary worlds they invented during their childhood.



This original graphic novel encompasses the eccentric childhoods of the four Brontë children--Charlotte, Branwell, Emily, and Anne. The story begins in 1825, with the deaths of Maria and Elizabeth, the eldest siblings. It is in response to this loss that the four remaining Brontë children set pen to paper and created the fictional world that became known as Glass Town. This world and its cast of characters would come to be the Brontës' escape from the realities of their lives. Within Glass Town the siblings experienced love, friendship, war, triumph, and heartbreak.

Through a combination of quotes from the stories originally penned by the Brontës, biographical information about them, and Greenberg's vivid comic book illustrations, readers will find themselves enraptured by this fascinating imaginary world.



"Engrossing for both adults and teens attracted to alt-history fantasy or the Brontës." --Library Journal (Starred Review)



"Greenberg breathes life into the Brontës' unpublished early writings . . . Those who appreciate historical fiction and classic literature will be engrossed by this reimagining of the childhoods of these literary luminaries." --School Library Journal

 

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Otaku

Chris Kluwe

Otaku is the debut novel from former NFL player and tech enthusiast Chris Kluwe, with a story reminiscent of Ready Player One and Ender's Game.

Ditchtown.

A city of skyscrapers, built atop the drowned bones of old Miami. A prison of steel, filled with unbelievers. A dumping ground for strays, runaways, and malcontents.

Within these towering monoliths, Ashley Akachi is a young woman trying her best to cope with a brother who's slipping away, a mother who's already gone, and angry young men who want her put in her place. Ditchtown, however, is not the only world Ash inhabits. 

Within Infinite Game, a virtual world requiring physical perfection, Ash is Ashura the Terrible, leader of the Sunjewel Warriors, loved, feared, and watched by millions across the globe. Haptic chambers, known as hapspheres, translate their every move in the real to the digital—and the Sunjewel Warriors' feats are legendary.

However, Ash is about to stumble upon a deadly conspiracy that will set her worlds crashing together, and in the real, you only get to die once...

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The Perfect Guests

Emma Rous

The USA Today bestselling author of The Au Pair returns with another delicious, twisty novel--about a grand estate with many secrets, an orphan caught in a web of lies, and a young woman playing a sinister game.

1988. Beth Soames is fourteen years old when her aunt takes her to stay at Raven Hall, a rambling manor in the isolated East Anglian fens. The Averells, the family who lives there, are warm and welcoming, and Beth becomes fast friends with their daughter, Nina. At times, Beth even feels like she's truly part of the family...until they ask her to help them with a harmless game--and nothing is ever the same.

2019. Sadie Langton is an actress struggling to make ends meet when she lands a well-paying gig to pretend to be a guest at a weekend party. She is sent a suitcase of clothing, a dossier outlining the role she is to play, and instructions. It's strange, but she needs the money, and when she sees the stunning manor she'll be staying at, she figures she's got nothing to lose. 

In person, Raven Hall is even grander than she'd imagined--even with damage from a fire decades before--but the walls seem to have eyes. As day turns to night, Sadie starts to feel that there's something off about the glamorous guests who arrive, and as the party begins, it becomes chillingly apparent their unseen host is playing games with everyone...including her.

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The Comic Book Story of Video Games

Jonathan Hennessey

A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format.

Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

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Fall; or, Dodge in Hell

Neal Stephenson

The #1 New York Times bestselling author of Seveneves, Anathem, Reamde, and Cryptonomicon returns with a wildly inventive and entertaining science fiction thriller—Paradise Lost by way of Philip K. Dick—that unfolds in the near future, in parallel worlds.

In his youth, Richard “Dodge” Forthrast founded Corporation 9592, a gaming company that made him a multibillionaire. Now in his middle years, Dodge appreciates his comfortable, unencumbered life, managing his myriad business interests, and spending time with his beloved niece Zula and her young daughter, Sophia.

One beautiful autumn day, while he undergoes a routine medical procedure, something goes irrevocably wrong. Dodge is pronounced brain dead and put on life support, leaving his stunned family and close friends with difficult decisions. Long ago, when a much younger Dodge drew up his will, he directed that his body be given to a cryonics company now owned by enigmatic tech entrepreneur Elmo Shepherd. Legally bound to follow the directive despite their misgivings, Dodge’s family has his brain scanned and its data structures uploaded and stored in the cloud, until it can eventually be revived.

In the coming years, technology allows Dodge’s brain to be turned back on. It is an achievement that is nothing less than the disruption of death itself. An eternal afterlife—the Bitworld—is created, in which humans continue to exist as digital souls.

But this brave new immortal world is not the Utopia it might first seem . . .

Fall, or Dodge in Hell is pure, unadulterated fun: a grand drama of analog and digital, man and machine, angels and demons, gods and followers, the finite and the eternal. In this exhilarating epic, Neal Stephenson raises profound existential questions and touches on the revolutionary breakthroughs that are transforming our future. Combining the technological, philosophical, and spiritual in one grand myth, he delivers a mind-blowing speculative literary saga for the modern age.

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Dungeon Crawler Carl

Matt Dinniman

NEW YORK TIMES BESTSELLER • The apocalypse will be televised! Welcome to the first book in the wildly popular and addictive Dungeon Crawler Carl series—now with bonus material exclusive to this print edition.

You know what’s worse than breaking up with your girlfriend? Being stuck with her prize-winning show cat. And you know what’s worse than that? An alien invasion, the destruction of all man-made structures on Earth, and the systematic exploitation of all the survivors for a sadistic intergalactic game show. That’s what.

Join Coast Guard vet Carl and his ex-girlfriend’s cat, Princess Donut, as they try to survive the end of the world—or just get to the next level—in a video game–like, trap-filled fantasy dungeon. A dungeon that’s actually the set of a reality television show with countless viewers across the galaxy. Exploding goblins. Magical potions. Deadly, drug-dealing llamas. This ain’t your ordinary game show.

Welcome, Crawler. Welcome to the Dungeon. Survival is optional. Keeping the viewers entertained is not.


Includes part one of the exclusive bonus story “Backstage at the Pineapple Cabaret.”

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Tomorrow, and Tomorrow, and Tomorrow

Gabrielle Zevin

NEW YORK TIMES BESTSELLER • Sam and Sadie—two college friends, often in love, but never lovers—become creative partners in a dazzling and intricately imagined world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. It is a love story, but not one you have read before. 

"Delightful and absorbing." —The New York Times • "Utterly brilliant." —John Green

One of the New York Times’s 100 Best Books of the 21st Century • A Kirkus Reviews Best Fiction Book of the Century • A Los Angeles Times Best Fiction Book of the Last 30 Years • One of the Best Books of the Year: The New York Times, Entertainment Weekly, TIME, GoodReads, Oprah Daily

From the best-selling author of The Storied Life of A. J. Fikry: On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. 

These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won’t protect them from their own creative ambitions or the betrayals of their hearts.

Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love.

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Reality is Broken

Jane McGonigal

Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.

More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.

Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.

In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.

McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, , and play games.

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The Queen's Gambit

Walter Tevis

NEW YORK TIMES BESTSELLER • Engaging and fast-paced, this gripping coming-of-age novel of chess, feminism, and addiction speeds to a conclusion as elegant and satisfying as a mate in four. Now a highly acclaimed, award-winning Netflix series.

Eight year-old orphan Beth Harmon is quiet, sullen, and by all appearances unremarkable. That is, until she plays her first game of chess. Her senses grow sharper, her thinking clearer, and for the first time in her life she feels herself fully in control. By the age of sixteen, she’s competing for the U.S. Open championship. But as Beth hones her skills on the professional circuit, the stakes get higher, her isolation grows more frightening, and the thought of escape becomes all the more tempting.

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Blood, Sweat, and Pixels

Jason Schreier

NATIONAL BESTSELLER

Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

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