FROM THE NO. 1 BESTSELLING AUTHOR Family. Power. Ambition. Alix Phillips, a successful journalist, is always willing to put herself on the front line for her job. All that matters is getting the story. After great loss in her early life, Alix struggles to let anyone get too close. She trusts a few people, her mother Isabelle, daughter Faye and friend Ben. Ben, Alex's cameraman and kindred spirit, lives for the thrill of the daring job - it's love that terrifies him. When Alix's boss suspects a major political scandal in the White House, he sends Alix to uncover the truth. This story could blow the corridors of power wide open, and Alix is feeling the heat. For someone who was never scared, Alix must now play some Dangerous Games.
What the Moral Panic Over Role-Playing Games Says about Play, Religion, and Imagined Worlds
Author: Joseph Laycock
Publisher: Univ of California Press
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Explores the ways in which history has been used to influence people and government, focusing on how reportage of past events has been manipulated to justify religious movements and political campaigns.
Ex-Navy SEAL Zain Lloyd is good with his hands and even better with his head. As the chief intelligence officer for the private security firm, Aegis Group, it’s his job to tackle problems before they costs his friend’s their lives. Which is why R&R time away from the high-stress environment is always a top priority, and a week at ComicCon is just what this closet-geek wants most, until a fateful elevator ride with the woman of his internet fantasies. Andrea Clark can’t trust anyone, least of all the mysteriously sexy man she meets outside of her trashed hotel room. But Zain might be her only hope of making it through the convention and home alive. He’s her very own superhero, made of all the stuff to make her fall fast and hard. With no safety net in place, she can only pray that Zain will catch her when she falls. A web of lies and deceit ensnare two lovers. Zain must use more than his brain and quick fingers to put a stop to the doxxing and death threats before a killer emerges from the ranks of Andrea’s friends. Warning: The geeks do it better. Aegis Group 1. Dangerous Attraction 2. Dangerous in Training 3. Dangerous Games 4. Dangerous Assignment 5. Dangerous Protector Aegis Group Alpha Team 1. Dangerous in Love 2. Dangerous in Action 3. Dangerous in Transit 4. Dangerous in Motion 5. Dangerous in Charge Gone Geek; an Aegis Group spin off 1. Beauty and the Geek 2. Mr. Purr-fect and the Geek 3. The Jock and the Geek 4. The Gamer and the Geek 5. The Adorkable Girl and the Geek Twisted Royals; an Aegis Group spin off 1. Alpha Prince 2. Her Prince 3. Bad Boy Prince 4. Noble Prince
'Larry Writer has delivered a gem in Dangerous Games.' - Roland Perry, author of Bill the Bastard 'Writer has faithfully recreated the 1936 Olympics - the most controversial in history.' - Harry Gordon, author of Australia and the Olympic Games This is a tale of innocents abroad. Thirty-three athletes left Australia in May 1936 to compete in the Hitler Olympics in Berlin. Believing sporting competition was the best antidote to tyranny, they put their qualms on hold. Anything to be part of the greatest show on earth. Dangerous Games drops us into a front row seat at the 100,000-capacity Olympic stadium to witness some of the finest sporting performances of all time - most famously the African American runner Jesse Owens, who eclipsed the best athletes the Nazis could pit against him in every event he entered. The Australians, with their antiquated training regimes and amateur ethos, valiantly confronted the intensely focused athletes of Germany, the United States and Japan. Behind the scenes was cut- throat wheeling and dealing, defiance of Hitler, and warm friendships among athletes. What they did and saw in Berlin that hot, rainy summer influenced all that came after until their dying days.
In the reality shows of the future, people will literally be dying to watch. Science fiction's most expert dreamers envision the computerized, high-risk games of the future in this winning collection. Features: Robert Sheckley Cory Doctorow Kate Wilhelm Alastair Reynolds Vernor Vinge Jonathan Letham Gwyneth Jones William Browning Spencer Allen Steele Terry Dowling Jason Stoddard At the publisher's request, this title is sold without DRM (Digital Rights Management).
Fans of the award-winning SLATED trilogy won't want to miss this exclusive ebook sequel to Mind Games, a new psychological thriller from Teri Terry! Sixteen years after Luna took on the might of PareCo, her daughter Liberty is fighting for her independence, fighting for her freedom, fighting to discover who she really is. Constantly pushing the boundaries of what she can do in the virtual space of the void and still survive in the real world, it is only a matter of time before Liberty goes too far. And when the mysterious Ex offers to tell Liberty all her mother's secrets, it seems too good an opportunity to resist. But how will Liberty know what is real, or who she can trust - especially when it seems that the future of the void, and of the non-virtual world it connects to, may be at risk of destruction?
The past is capricious enough to support every stance - no matter how questionable. In 2002, the Bush administration decided that dealing with Saddam Hussein was like appeasing Hitler or Mussolini, and promptly invaded Iraq. Were they wrong to look to history for guidance? No; their mistake was to exaggerate one of its lessons while suppressing others of equal importance. History is often hijacked through suppression, manipulation, and, sometimes, even outright deception. MacMillan's book is packed full of examples of the abuses of history. In response, she urges us to treat the past with care and respect.
Who was Jake Hinchley, and where is his body? Harper "Hap" Whitman, State Department Officer attached to the American Embassy in Rome, is thrust into the middle of a complex web of deception and intrigue as he searches for the answers to these and many other puzzling questions. But it is Mary Beth Perkins and her sister, Martha Richman, who find themselves caught up in yet another perilous adventure involving treachery, dirty tricks and cover-up as they begin their tour of Italy. There are those who might seek to make it their last. The delights of Venice, the romance of Tuscany and the splendor of Rome await. Let the games begin!
Hired by rising cricket star Tom Baker to retrieve a lucky pig's foot given to him by Don Bradman, Fletcher finds himself fighting for his life in the dangerous underworld of Australian sport. To crack this case, he'll need to battle killer sea wasps, a ruthless hitman and a deranged tennis prodigy.
Roll the Bones! In a world ruled by chance, one rash decision could bring down the house, one roll of the dice could bring untold wealth, or the end of everything. The players have gathered around the table, each to tell their story - often dark, always compelling. Within you will find tales of the players and the played, lives governed by games deadly, weird, or downright bizarre. Multi-award winning editor Jonathan Oliver (The End of the Line, House of Fear, Magic, End of the Road) brings together new stories featuring a diverse collection of voices. Here you will find incredible new fiction by Chuck Wendig, Silvia Moreno-Garcia, Lavie Tidhar, Benjanun Sriduangkaew, Paul Kearney, Libby McGugan, Yoon Ha Lee, Gary Northfield, Melanie Tem, Hillary Monahan, Tade Thompson, Rebecca Levene, Ivo Stourton, Gary McMahon, Robert Shearman, Nik Vincent, Helen Marshall, and Pat Cadigan.
London, 1851. An alluring, outspoken widow and an enigmatic agent are drawn into a web of power, greed, and ambition that threatens to overturn the very future of the British Empire. . . Society knows Lilly Clarence Hampton as a respected widow who was wildly in love with her husband, the architect of London's famed Crystal Palace. The truth. . .well, the truth would cost Lilly her reputation, her freedom, and quite possibly her life. And one man has uncovered it--the reclusive, savagely handsome Julian St. Martin. A former agent of the Crown, Julian intends to blackmail Lilly to obtain plans to the Palace, where the Koh-I-Noor--the largest diamond in the world--will be presented to Queen Victoria at the Great Exhibition. Men have committed all manner of crimes to possess the fabled gem, but Julian's intentions are even darker. And the closer he gets to the beguiling Lilly, the more complicated matters become. Succumbing to intense, primal desire, Julian and Lilly both become pawns in a wicked game where no one can be trusted, and where the final, shocking truth will test their newfound passion to the limit. . .
Mages' Games Netheril, empire of magic, where wizards wield power far beyond the ken of mortal men. Netheril, where citadels float, magic runs wild, and mages dabble in games better left for the gods. Netheril, a place of dangerous games where the barbarian Sunbright Steelshanks soon finds himself an unwilling pawn in a lethal match of wits, wiles, and powers.
In Tess Diamond’s gripping debut, when an elite negotiator and a security expert team up to solve a kidnapping, the only thing higher than the tension is the heat . . . Maggie Kincaid left the FBI two years ago and didn’t look back . . . until now. A senator’s daughter has been abducted, and the nightmare set in motion isn’t just familiar to Maggie, it’s personal. She’ll need all the help she can get to bring Kayla Thebes home alive—even if that help comes from a hot-as-hell ex-soldier who plays by his own rules. . . For Jake O’Connor, negotiation equals weakness. But he’s immediately drawn to the sexy former agent who epitomizes strength. It isn’t long before he and Maggie are working together 24/7, learning to read each other’s signals and wanting much more. But for Maggie and Jake, letting their guard down—even around each other—may be dangerous. Now, as they close in on a kidnapper with nothing to lose, their first mistake could shatter a young girl’s last chance…
Collects two stories, in the first Blake Remington's only hope of learning to walk again is therapist Dione Kelly; in the second, a high profile investigation puts Sam Holland's relationship with senator Nick Cappuano in the spotlight.