Suicidal Gaming Geek

Advertisement



  suicidal gaming geek: Fantasy Freaks and Gaming Geeks Ethan Gilsdorf, 2010-09-01 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
  suicidal gaming geek: Gaming Masculinity Megan Condis, 2018-05-01 In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
  suicidal gaming geek: Induced Suicides Gemma Herrero Virto, 2018-10-28 A young woman jumps from the Salve Bridge after receiving a call on her mobile phone. Although the case is initially closed as a suicide, all of the alarm bells start ringing for the young Ertzaintza medical examiner, Natalia Egaña, when new deaths begin tying in with this first mystery. What is causing apparently normal and happy young women to run towards their death with a smile on their lips? A new adventure for the characters from Charon’s Net, Induced Suicides is as exciting and frenetic as its predecessor. Do you dare to accompany them in a new case?
  suicidal gaming geek: I'm Up I'm Down: I'm Bipolar/Suicide Survivor with a Game Peggy Jo Henry, 2019-07-17 Is my book fiction or nonfiction? You'll be the judge of that. Here's the hitch to get you to buy my semi-autobiographical book. My book is in two parts. Episode I, the fun game, contains short entertaining and serious stories and poems. Because of the controversial subject matter, the shortness of my book, and the little-known fact that I'm not famous you go through unique Episode I hunting for hidden movie and song titles. There are approximately 775 movie, television, and documentary programs. Then there are the 341 songs, and an added downright fun, to the game, by using 31 clues you go through finding an Oscar nominated actor for the Sherlock in all of us. Play on your smartphone, computer, or tablet at airports, coffee houses, appointments, and basically anywhere you have to wait. Play with family and friends to see who can find the most titles. Who is the actor? You'd be surprised. A lot of fun for the trivia and entertainment sleuth. Are you entertainment savvy enough to play the game? Just to let you know titles, names, short phrases, expressions, and ideas are not protected by copyright laws. Episode II, the second part, is the more serious part. Communication in a non-confrontational manner promotes learning. This sentence is in my book. Communication, what is it? How can I get information to you in a non-confrontational manner that concern you and me? Episode II, is a memoir containing journal entries, emails, and letters coping with a possible situation that could have ended in a mass shooting, the ups and downs of mental illness, postpartum depression, suicide, and my air traffic control experiences. All topics of conversation in today's society. My book is a collectible and the only one of its kind in the world. A little something extra-I have included some of my favorite easy recipes. Enjoy.
  suicidal gaming geek: Digital Games and Mental Health Rachel Kowert, Christopher J. Ferguson, Paul C. Fletcher, Doris Carmen Rusch, 2021-10-04
  suicidal gaming geek: Suicide Pact John Monarch, 2018-09-03 Coyote Black (not his real name) wants to die. And why not? His life has been a failure on every level. He’s hitting middle age, lives with his Alzheimer’s-addled mother, has achieved exactly nothing in his chosen career, and can count on one finger the number of romantic relationships he’s had. In an act of uncharacteristic sociability, he decides to commit group suicide with four equally pseudonymous people he met online: Twisted Rainbow, an insecure teenage girl with an emotionally abusive stepfather; The Eliminator, an ex-soldier whose short, brutal stint in Iraq left him a psychological wreck; Niobe, a young African-American woman who in rapid succession lost her job, her mother, her boyfriend, and her baby daughter; and Mr. Y, a college-aged Japanese-American pop-culture geek whose wealthy Type-A parents can provide him with anything he wants except a sense of love and belonging. But when this quintet meets up to do the deed, Coyote Black suddenly has a better idea: Since the doomed have nothing left to fear or lose, why not postpone their suicide one month and in that time do whatever the hell they want—such as deliver a righteous smackdown to Twisted Rainbow’s asshole stepdad, or blow up an abandoned chemical plant (because despite his traumatic experiences in Iraq, The Eliminator harbors an unhealthy obsession with blowing stuff up). As a bonus, this extra month will give Coyote Black plenty of time to “unexist” himself properly: that is, to say his various goodbyes, sell off his possessions, and destroy evidence of his hateful, pointless life. Alas, he is, as said, a failure at everything—so is it any wonder that nothing quite goes as planned? 89,000 words.
  suicidal gaming geek: Geektionary Gregory Bergman, Josh Lambert, 2010-12-18 The last WoW module was clunky and a bit slow on my rig but it had a great toolset for building adventures for my avatar. Now I'm at sixtieth level! Awesome! Whether it's about science fiction, Star Trek, sports, comics, or computers, geekspeak is full of mysterious words and phrases. But now there's an easy way to understand what it's all about. With this book you can dork out with the best of 'em. Here are more than 1,000 words and their definitions, including such gems as: LARP Red Shirt Wilhelm Scream Xenomorph Munchkin* So don't worry if you don't know what a midochlorian is or what to do with a proton pack. With this book, you'll never be confused again. Which doesn't mean what you think it means, unless you're a fan of roleplaying games.
  suicidal gaming geek: A Constant Suicide Brian Krans, 2007-05 Chris feels like a loser and is tired of his life of obedience and order. When he goes to college craving something else, the socially adept Ethan takes Chris under his wing. Ethan shows Chris a life of traditional basement revelry and campus terrorism. Everything seems fine until Ethan puts a gun in his mouth sophomore year and Chris has to find out why the envy of so many chose suicide as his way out.
  suicidal gaming geek: Hello Cruel World Kate Bornstein, 2006-05-02 Celebrated transsexual trailblazer Kate Bornstein has, with more humor and spunk than any other, ushered us into a world of limitless possibility through a daring re-envisionment of the gender system as we know it. Here, Bornstein bravely and wittily shares personal and unorthodox methods of survival in an often cruel world. A one-of-a-kind guide to staying alive outside the box, Hello, Cruel World is a much-needed unconventional approach to life for those who want to stay on the edge, but alive. Hello, Cruel World features a catalog of 101 alternatives to suicide that range from the playful (moisturize!), to the irreverent (shatter some family values), to the highly controversial. Designed to encourage readers to give themselves permission to unleash their hearts' harmless desires, the book has only one directive: Don't be mean. It is this guiding principle that brings its reader on a self-validating journey, which forges wholly new paths toward a resounding decision to choose life. Tenderly intimate and unapologetically edgy, Kate Bornstein is the radical role model, the affectionate best friend, and the guiding mentor all in one.
  suicidal gaming geek: GameAxis Unwired , 2008-07 GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
  suicidal gaming geek: The Role-Playing Society Andrew Byers, Francesco Crocco, 2016-03-04 Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for serious RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.
  suicidal gaming geek: The Reporter Scott Sigler, Mur Lafferty, 2012-05-15 The Reporter follows Yolanda Davenport, a reporter for Galaxy Sports Magazine, as she searches for the truth about Ju Tweedy's involvement with the murder of Grace McDermot - the incident that drove Ju to join the Ionath Krakens. The Reporter takes place between week three and week six of the 2684 Galactic Football League season, the season that encompasses The All-Pro. This novella is co-written by Scott Sigler and Mur Lafferty.
  suicidal gaming geek: Losing a Parent to Suicide Marty Loy, Amy Boelk, 2013-09-05 The suicide of a parent has life-long consequences; few more traumatic scenarios exist, and counselors often struggle for ways to help clients deal with its effects. Few understand the pain and life-altering effects of these tragedies better than children who have experienced the suicide of a parent. Despite this, there are few texts that incorporate and evaluate the first-person accounts of grief following a suicide while advancing a method for helping. Losing a Parent to Suicide analyzes stories of parent suicides and explores the grief and coping processes that follow, discovering the strategies, methods and modes of therapy that have empowered grieving individuals and helped them rebuild their lives.
  suicidal gaming geek: Eternity Girl Magdalene Visaggio, 2018-12-04 “A wild, visually engrossing journey.” —Paste Magazine “A surreal, deeply personal tale.” —A.V. Club “A smart and unforgettable book.” —SyFy Wire Caroline Sharp gave up her humanity to gain incredible shape-shifting abilities—powers she used to save the world time and time again as the superhero Chrysalis. But as the years wore on, she began to lose control of the elemental forces coursing through her body, making her dangerously unstable and forcing her removal from ALPHA 13, the covert government agency that created her. Now, although she can barely hold herself together, Caroline’s unique condition also means that nothing can kill her. Isolated, alienated and profoundly alone, she’s determined to break the curse of her immortality—by any means necessary. Enter the villainous Madame Atom, with the offer of a lifetime: to end her suffering, all Caroline has to do is undertake one final, dimension-spanning mission, with one simple objective—the destruction of the entire universe. Written by Eisner and GLAAD Media award-nominated writer Magdalene Visaggio and illustrated by Eisner Award-winning artist Sonny Liew, Eternity Girl collects the unforgettable six-issue miniseries from the groundbreaking DC’s Young Animal imprint.
  suicidal gaming geek: The Geek Handbook Alex Langley, 2012-10-24 And the GEEKS shall inherit the earth! Although it may not be good for their pasty white skin, Geeks these days are enjoying a moment in the sun. From Pop Culture to High-Tech Everything, Geeks rule and everybody else, well, drools. Drawing on his own knowledge of being a geek for almost 30 years, author Alex Langley provides essential advice for growth and survival for the modern Geek, including the top five games to play on your phone while listening to boring graduation speeches. There are also quotes and anecdotes from classic Geek gods such as Bill Gates, Sheldon Cooper, Felicia Day, Weird Al Yankovic and Dr. Who, that inspire all geeks to embrace not only your iPhones and Xboxes, but who you are. Let's face it, sometimes being the smartest person in the room isn't enough. And when it's not, The Geek Handbook can help. You'll discover: • Basics on social interaction, both online and off. • Fashion: just because you can wear socks and sandals doesn't mean you should. • Making friends, making dinner, making babies. • Warning signs your appliances might secretly be plotting against you. • Geeky charities that give a +1 to your Light Side score. • Geek girls: tips on interacting with or becoming one of these burgeoning beauties. So get your Geek on, and keep it on with The Geek Handbook.
  suicidal gaming geek: The Suicide Solution Paul Lukas, 2011-06-21 That downward spiral, depression, the depression that would nearly do me in, loomed over my adulthood. The desire to kill myself was as present to me as anything else I knew at the time. And here I still am, trying to get out from under that monstrous legacy, trying to get free. If I could get free, if I could be as happy as I once was, as many people seem to be today, I would be extremely grateful.
  suicidal gaming geek: The Suicide Bridge Hannah Katherine Klumb, 2018 The suicide bridge has become an escape for those suffering from trauma. When Melissa Downs is raped at a young age she faces the disgust of society. Only Thomas, a former classmate who admired Melissa from a distance, is struck by her tragedy. Alone,he embarks on a journey to find justice for Melissa, securing help in the most unexpected of places and discovering unconditional love that binds us all. The dark side of society is always lurking – Thomas learns that the courageous must stand firm, igniting sparks of compassion that change the world one heart at a time.
  suicidal gaming geek: The Suicide Game Andy Rausch, 2021-08-09 Everyone's playing an angle in the City of Angels. The Suicide Game tells the stories of a black hitman who doubles as a university professor, a Catholic priest who longs to be a gangster, a would-be author from Kansas, a gay phone sex operator who claims he's straight, a group of rich twenty -somethings playing a deadly game of life and death, a ruthless Mafia boss, and a sleazy Hollywood movie director. As each of their stories intersect, bodies start piling up - and the action comes nonstop in this tense, white-knuckle thriller by Andy Rausch. This is the large print edition of The Suicide Game, with a larger font / typeface for easier reading.
  suicidal gaming geek: Gaming as Culture J. Patrick Williams, Sean Q. Hendricks, W. Keith Winkler, 2014-01-10 Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
  suicidal gaming geek: Geeks Jon Katz, 2000-04-18 “A story of triumph, friendship, love, and above all, about being human and reaching for dreams in a hard-wired world.”—Seattle Times “Too often, writing about the online world lacks emotional punch, but Katz’s obvious love for his ‘lost boys’ gives his narrative a rich taste.”—The New York Times Book Review Jesse and Eric were geeks: suspicious of authority figures, proud of their status as outsiders, fervent in their belief in the positive power of technology. High school had been an unbearable experience and their small-town Idaho families had been torn apart by hard times. On the fringe of society, they had almost no social lives and little to look forward to. They spent every spare cent on their computers and every spare moment online. Nobody ever spoke of them, much less for them. But then they met Jon Katz, a roving journalist who suggested that, in the age of geek impresario Bill Gates, Jesse and Eric had marketable skills that could get them out of Idaho and pave the way to a better life. So they bravely set out to conquer Chicago—geek style. Told with Katz’s trademark charm and sparkle, Geeks is a humorous, moving tale of triumph over adversity and self-acceptance that delivers two irresistible heroes for the digital age and reveals the very human face of technology. Praise for Geeks “Ultimately, Geeks is not a story about the Internet or computers or techies. It is a story about personal bonds, optimism, access to opportunity, and the courage to dream.”—Salon “An uplifting and hugely compassionate book.”—Philadelphia Inquirer “A story of friendship, optimism, social despair, and an updated version of that American icon, the tinkerer.”—USA Today
  suicidal gaming geek: Empire of Imagination Michael Witwer, 2015-10-06 The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
  suicidal gaming geek: Space Opera Bundle Scott Sigler, Matt Wallace, Mur Lafferty, Paul E. Cooley, The SPACE OPERA BUNDLE is a power-packed science fiction collaboration between #1 New York Times bestseller Scott Sigler and award-winning novelists and podcasters Matt Wallace, Mur Lafferty, and Paul E. Cooley. These stand-alone intertwine with the Galactic Football League (GFL) series, a star-spanning coming-of-age tale that spans seven novels. The SPACE OPERA BUNDLE is a power-packed science fiction collaboration between #1 New York Times bestseller Scott Sigler and award-winning novelists and podcasters Matt Wallace, Mur Lafferty, and Paul E. Cooley. These stand-alone novellas intertwine with the Galactic Football League (GFL) series, a Science Fiction Space Opera Series with more than 10,000 ratings and reviews on Goodreads and Google Play. Novels in the series include: Book I: THE ROOKIE Book II THE STARTER Book III: THE ALL-PRO Book IV: THE MVP Book V: THE CHAMPION Here are the novellas included in the SPACE OPERA BUNDLE: TITLE FIGHT Undefeated galactic heavyweight champion Korak the Cutter has crushed all challengers, destroying everyone in his path, but the wins aren't as easy as they used to be. After a decade of perfect fighting, his age is catching up with him. For a Quyth Warrior, that means he's slowing down, and speed is the name of the game in mixed martial arts. At this late stage in his career, he faces a nightmare savage and unpredictable Chiyal The Heretic North. As crime lords and promoters try to fix the fight, and as managers cling to dreams of lost glory, Korak and Chiyal must find their way into the octagon to decide once and for all who is the greatest of all time. Co-written by #1 New York Times bestseller Scott Sigler and Parsec Award-winning author Matt Wallace, TITLE FIGHT delivers a scifi/mma one-two knockout. THE DETECTIVE GFL star Quentin Barnes is an orphan born into a culture that prizes family connections above all. He spent his youth struggling with poverty. When he signed his deal with the Ionath Krakens and became rich, one of the first things he did was hire a private detective to find out if his family is still alive. THE DETECTIVE is the story of that search, as seen through the eyes of Frederico Esteban Guissepe Gonzaga — a.k.a. Fred, a master of disguise and a truly dangerous Human. But Fred's past is just as big a mystery as is the whereabouts of Quentin's family. This gritty scifi/noir novel follows the tradition of ALTERED CARBON and BLADE RUNNER, giving you an anti-hero that won't stop until the job is done. GFL TIMELINE: This story runs from roughly Week Seven of the 2683 regular season in THE STARTER through Week Ten of the 2684 regular season in THE ALL-PRO (GFL Book III). THE REPORTER Yolanda Davenport, star reporter for Galaxy Sports Magazine, is searching for the truth about Ju Tweedy’s involvement with the murder of Grace McDermot. Ju, a former star running back for the OS1 Orbiting Death, had to flee Orbital System One following the murder accusation. That incident let him to join Ionath Krakens, but Ju still claims innocence. Are the Krakens knowingly employing a murderer, or was Ju framed for this horrible crime? GFL TIMELINE: The story takes place between Week Three and Week Six of the 2684 GFL season, the season that encompasses THE ALL-PRO (GFL Book III). THE RIDER Armored little people riding armored dinosaurs in a full-contact bloodsport? Welcome to Dinolition, the biggest show in the galaxy. Star rider Poughkeepsie Pete and his T-Rex mount “Old Bess” are fixtures of a league struggling to reach profitability and gain intergalactic recognition. Pete and his fellow riders fight to be recognized as galactic-class athletes, not marginalized as than circus-freak sideshows. But to get that credibility (and the massive payday that comes with it) Pete has to manage a league commissioner with a God complex, deal with a devious team owner, navigate a web of organized crime trying to fix matches, and dodge religious zealots set on killing him and the dinos alike — all while grooming the next generation of riders that will carry the sport into a new age of glory. In Dinolition, authors Paul E. Cooley and #1 New York Times bestseller Scott Sigler give “ride till ya die” a whole new meaning. GFL TIMELINE: This story takes place in the month of August, 2683. It begins at the same time as Chapter 2 of THE ALL-PRO (GFL Book III). These novellas are set in the world of Scott Sigler's Galactic Football League, which is a Science Fiction Space Opera Series with more than 10,000 ratings and reviews on Goodreads and Google Play: The Galactic Football League is a series of scifi/crime/sports mashup books that sets a star-spanning hero’s quest against the backdrop of a far-future American pro football league. Intricate world building and aliens that truly “alien,” from a #1 New York Times bestselling author. From THE ROOKIE: “THE ROOKIE is a wild ride that takes football to the next level. Set in a future day of corruption, bigger bodies and bigger stakes, it’s Rollerball between the white lines and a fascinating read.” — John Clayton, ESPN NFL Analyst Set in a lethal pro football league 700 years in the future, THE ROOKIE is a story that combines the intense gridiron action of Any Given Sunday with the space opera style of Star Wars and the criminal underworld of The Godfather. Aliens and humans alike play positions based on physiology, creating receivers that jump 25 feet into the air, linemen that bench-press 1,200 pounds, and linebackers that literally want to eat you. Organized crime runs every franchise, games are fixed and rival players are assassinated. Follow the story of Quentin Barnes, a 19-year-old quarterback prodigy that has been raised all his life to hate, and kill, those aliens. Quentin must deal with his racism and learn to lead, or he'll wind up just another stat in the column marked killed on the field. Fans of the following authors are known to enjoy the Galactic Football League Science Fiction Space Opera Series: Mike Lupica Tim Green Buzz Bissinger Joe Haldeman Orson Scott Card David Webber Richard K Morgan George Lucas Robert A. Heinlein Daniel Arenson Nathan Lowell Scott Westerfeld Fans of the following books and series are known to enjoy the Galactic Football League Sci Fi Saga: Star Wars Guardians of the Galaxy Starship Troopers Altered Carbon Mech Warrior Jurassic Park Star Trek Hitchhikers Guide Aliens Friday Night Lights Any Given Sunday Draft Day Keywords related to the Galactic Football League Young Adult Science Fiction Space Opera Series: Alien Contact, Supernatural, Humorous Science Fiction, Box Set, Bundle, Series, Omnibus, Epic, Saga, Monsters, Dinosaurs, Sports, Football, Mech, Robots, Battlebots, AI, Future, Futuristic, Space Travel, Krakens, Xenomorph, Galaxy, Galaxies, Star, Stars, Collections & Anthologies, Science Fiction Space Opera Series with Mystery, Aliens, and Extreme Sports Technology, Best SciFi Books, Best Selling science fiction, Science Fiction Anthology, Science Fiction Collection, Scifi Anthology, SciFi Collection, Young Adult Anthology, Young Adult Collection, Space Opera Anthology, Space Opera Collection, Space Opera Box Set, Science Fiction Box Set, Science Fiction Bundle, Dinosaurs, T-Rex, Boxing, Crime Drama, Crime Fiction
  suicidal gaming geek: Dungeons and Dreamers Brad King, John Borland, 2014-03 Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.
  suicidal gaming geek: Geek Monthly , 2008-07
  suicidal gaming geek: SuicideGirls: Geekology Missy Suicide, 2014 The SuicideGirls are a collection of more than 2,500 pin-up girls devoted to changing your idea about what makes a woman beautiful ... and they are naked. Started in Portland, Oregon, by Missy Suicide and her friends in 2001, the SuicideGirls broke conventional notions of beauty and the pin-up girl ideal as defined by men's and women's magazines and the culture at large. This time around SuicideGirls isn't redefining what it means to be beautiful or what it means to be a geek. They're celebrating the fact [they've] always been here, [they've] always been geeks, and [they've] always been beautiful. SuicideGirls: Geekology casts the spotlight on the self-proclaimed geeks of the SuicideGirls population--the video-game players, the comic-book readers, the Trekkies, and many other shining examples of the culture they're celebrating. There's something really wonderful about this book. There's something beautiful around the idea of showcasing girl geeks in all their glory: to go beyond the photos and find out that, to us, each piece of the picture means something. To find out how many hours we put into designing our cosplay and how attentive we are to the homages we create. We're not just playing dress up in a world we know nothing about. We were right there with it, helping to build popularity from the ground up: first in line, issue number one. Once a subculture of a subculture, women are now a full force in the geek community.
  suicidal gaming geek: HoosierLit: A literary magazine by The Geeky Press Brad King, Elise Lockwood, Jessica Dyer, Amber Peckham, Nicole Mathew, 2017-11-30 HoosierLit: A Literary Magazine by The Geeky Press is a publication that features some of the best fiction, non-fiction, essays, poetry, and script writing by Indiana writers.
  suicidal gaming geek: The Toxic Meritocracy of Video Games Christopher A. Paul, 2018-02-20 An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
  suicidal gaming geek: Uncovering Stranger Things Kevin J. Wetmore, Jr., 2018-04-12 The Duffer Brothers' award-winning Stranger Things exploded onto the pop culture scene in 2016. The Netflix original series revels in a nostalgic view of 1980s America while darkly portraying the cynical aspects of the period. This collection of 23 new essays explores how the show reduces, reuses and recycles '80s pop culture--from the films of Spielberg, Carpenter and Hughes to punk and synthwave music to Dungeons & Dragons--and how it shapes our understanding of the decade through distorted memory. Contributors discuss gender and sexual orientation; the politics, psychology and educational policies of the day; and how the ultimate upper-class teen idol of the Reagan era became Stranger Things' middle-aged blue-collar heroine.
  suicidal gaming geek: Freaks, Geeks and Asperger Syndrome Luke Jackson, 2002-01-01 Offers insights by a teenager with Asperger's syndrome into the difficulties of the disorder, including information on fascinations and obsessions, sensory perception, sleep, bullies, moral dilemmas, eating, and socializing.
  suicidal gaming geek: Making Home Sharon Astyk, 2012-06-01 “Shows us why the actions that prepare us for emergencies and energy descent are the right things to do no matter what the future brings.” —Toby Hemenway, author of Gaia’s Garden Other books tell us how to live the good life—but you might have to win the lottery to do it. Making Home is about improving life with the real people around us and the resources we already have. While encouraging us to be more resilient in the face of hard times, author Sharon Astyk also points out the beauty, grace, and elegance that result, because getting the most out of everything we use is a way of transforming our lives into something much more fulfilling. Written from the perspective of a family who has already made this transition, Making Home shows readers how to turn the challenge of living with less into settling for more—more happiness, more security, and more peace of mind. Learn simple but effective strategies to: · Save money on everything from heating and cooling to refrigeration, laundry, water, sanitation, cooking, and cleaning · Create a stronger, more resilient family · Preserve more for future generations We must make fundamental changes to our way of life in the face of ongoing economic crisis and energy depletion. Making Home takes the fear out of this prospect, and invites us to embrace a simpler, more abundant reality. “Americans are born to be transient—Sharon Astyk has the prescription for dealing with that genetic disease, and building a healthy nativeness into our lives.” —Bill McKibben, New York Times–bestselling author “Exhaustively researched and compassionately delivered.” —Harriet Fasenfest, author of A Householder’s Guide to the Universe
  suicidal gaming geek: Hex Code and Others John Mayer, 2012-11-29 Where does the nightmare begin and reality end? Chaos is about to take over the world. The armies of the Elder Gods and the Great Old Ones are ready for the final, epic battle. Can the Spectral Squadron save mankind from certain doom? How far will Darius go for the sake of fame and fortune? Will he risk the loss of a friend? Of his sweetheart's love? Of his honor? Is he willing to risk the existence of humankind? One of the world's most famous horror writers is dead, leaving his magnum opus unfinished. A dedicated fan is planning to finish the epic-no price is too high. What malignant spirit is curling upward from his whiskey glass? In the Wonderworld amusement park, secrets of the world's most ancient mountains start to surface. Not all screams in the park are of delight. An ivy-covered hall on a picturesque campus gives no hint of the torments visited upon the helpless creatures within. John Mayer is a new, exciting writer in the weird tale and pulp fiction tradition.
  suicidal gaming geek: Leaving Mundania Lizzie Stark, 2012-05-01 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.
  suicidal gaming geek: Game Design Foundations Roger E. Pedersen, 2003 Targeted for beginner to intermediate game designers, this handbook has step-by-step, easy-to-follow instructions on how to express concepts into a real game.
  suicidal gaming geek: Dave Gorman Vs the Rest of the World Dave Gorman, 2011-06-02 Remember when you were a kid, and you used to go round to a friend's house to see if they were playing? Well, as adults we're not supposed to do that. Which is a shame... because Dave Gorman likes playing. He REALLY likes games. So he knocked on the biggest door you could ever imagine - the internet - and asked 76,000 people if they fancied a game. This is the story of what happened next. Dave was up for anything and gamely played them at whatever they chose. He played some classics - Monopoly, Scrabble, dominoes and cribbage. He played many games he'd never heard of before - Khet, Kubb, Tikal or Smite anyone? He played board games and physical games. He's thrown sticks, balls, frisbees and darts. He's rolled dice and he's drawn cards. From Liverpool to Hampstead and from Croydon to Nottingham, Dave travelled the length and breadth of Britain meeting strangers in strange places - their homes, at work, in the back rooms of pubs - and getting some hardcore game action. From casual players to serious game geeks, from the rank amateur to the world champion, he discovered a nation of gamers more than happy to welcome him into their midst. He's travelled all around the country and met all sorts of people - and it turns out us Brits are a competitive bunch. And it seems that playing games can teach you a lot about what makes the British tick. Of course, Dave hasn't been keeping score. Much.
  suicidal gaming geek: The Ultimate Guide to Raising Teens and Tweens Douglas Haddad, 2017-02-16 Are you concerned or frustrated with the choices your child makes when it comes to their peer groups, study habits, and use of social media? Do you feel your child is pushing you away and your connection is weakening? Are you unsure of the next steps you should take to help your child succeed? A whole new set of parenting concerns arise during tween and teenhood that can be overwhelming for any parent. The Ultimate Guide to Raising Teens and Tweens offers a step-by-step plan for raising your adolescent through this tumultuous time. Douglas Haddad provides specific, proven tools for you to help your child become a problem solver and grow to be smart, successful, and self-disciplined. In The Ultimate Guide to Raising Teens and Tweens, you will: Discover the secrets of effective communication with your child Learn the techniques to stop behavior problems right in their tracks when they happen Know the strategies to best motivate your child and unlock their potential Find out how to set appropriate limits and hold your child accountable for their actions Understand today’s “child-limiting challenges” and the solutions for handling them with your child Every parent wants the best for their child, and these years can be fraught with challenges: bullying, violence, gambling, sex, smoking, alcohol, substance use, eating disorders, depression, suicide, unhealthy eating, lack of physical activity, etc. Making sense of these challenges, this book offers exercises for incorporating the ten child unlimited tools into your parenting style and anecdotes to illustrate strategies and techniques. Supported by current research, the tools found in these pages will serve as a guide for any family with tweens or teens.
  suicidal gaming geek: Framing Fan Fiction Kristina Busse, 2017-10-01 Gathering some of Kristina Busse’s essential essays on fan fiction together with new work, Framing Fan Fiction argues that understanding media fandom requires combining literary theory with cultural studies because fan artifacts are both artistic works and cultural documents. Drawing examples from a multitude of fan communities and texts, Busse frames fan fiction in three key ways: as individual and collective erotic engagement; as a shared interpretive practice in which tropes constitute shared creative markers and illustrate the complexity of fan creations; and as a point of contention around which community conflicts over ethics play out. Moving between close readings of individual texts and fannish tropes on the one hand, and the highly intertextual embeddedness of these communal creations on the other, the book demonstrates that fan fiction is simultaneously a literary and a social practice. Framing Fan Fiction deploys personal history and the interpretations of specific stories to contextualize fan fiction culture and its particular forms of intertextuality and performativity. In doing so, it highlights the way fans use fan fiction’s reimagining of the source material to explore issues of identities and peformativities, gender and sexualities, within a community of like-minded people. In contrast to the celebration of originality in many other areas of artistic endeavor, fan fiction celebrates repetition, especially the collective creation and circulation of tropes. An essential resource for scholars, Framing Fan Fiction is also an ideal starting point for those new to the study of fan fiction and its communities of writers.
  suicidal gaming geek: Confessions of a Bad Boy Gamer Cathryn Fox, 2018-10-08 I have no idea why Raelynn Walker is pretending to be her famous recording artist sister. I know it's been five years since high school, but did she honestly think I wouldn't recognize the shy twin? The one who couldn't carry a tune if her life depended on it? The one I'd crushed on since…forever? Whatever her reason, when she runs into Sam's Pub with a hoard of her sister's fans hot on her heels, throws her arms around me and plants her luscious lips on mine…let's just say that the universe opened and gave me what I'd waited forever for. I should probably tell her I know who she is. Keeping my mouth shut and giving her a wild night in her sister's shoes is wrong, right? Then again, they don't call me Bad Boy Gamer, because I'm…you know…good.
  suicidal gaming geek: The Games Machines ,
  suicidal gaming geek: Video Gaming in Science Fiction Jason Barr, 2018-09-11 As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the forward thinking world of science fiction.
  suicidal gaming geek: Suicide Squad: Blaze Simon Spurrier, 2023-01-10 When five ordinary convicts are given incredible powers by the top-secret Blaze program, it falls to Harley Quinn, Peacemaker, Captain Boomerang, and King Shark to keep them on mission as they hunt down a brutal cannibal with all the powers of Superman. But no one on Earth is prepared for the cosmic secret that hides inside that cannibal-and which now hides inside the Squad, too! Collects Suicide Squad: Blaze #1-3.
Suicide and suicidal thoughts - Symptoms and causes - May…
Jul 19, 2022 · Whether you're considering suicide or know someone who feels suicidal, learn suicide warning signs and how to reach out for immediate help …

Suicidal Thoughts & Behavior | Mental Health | CDC
May 28, 2025 · What to know. Suicide is a leading cause of death among youth and adults in the U.S. For every American who dies by suicide, many …

Suicidal Ideation: What It Is, Causes, Treatment & Types - …
Jul 23, 2024 · Suicidal ideation (suicidal thoughts) are thoughts or ideas centered around death or suicide. Experiencing suicidal ideation doesn’t mean you’re …

Signs That Someone Is Contemplating Suicide - Psyc…
Recognizing that someone may be considering suicide can be uniquely challenging. Some people will display external signs that they’re at risk or …

Suicide: Suicidal Signs, Behavior, Risk Factors, How t…
Dec 21, 2019 · Learn about suicide warning signs, what to do when there’s imminent danger, how to talk to someone who may be suicidal, …

Suicide and suicidal thoughts - Symptoms and causes - Mayo Clinic
Jul 19, 2022 · Whether you're considering suicide or know someone who feels suicidal, learn suicide warning signs and how to reach out for immediate help and professional treatment. …

Suicidal Thoughts & Behavior | Mental Health | CDC
May 28, 2025 · What to know. Suicide is a leading cause of death among youth and adults in the U.S. For every American who dies by suicide, many more make a plan or attempt suicide and …

Suicidal Ideation: What It Is, Causes, Treatment & Types - Cleveland Clinic
Jul 23, 2024 · Suicidal ideation (suicidal thoughts) are thoughts or ideas centered around death or suicide. Experiencing suicidal ideation doesn’t mean you’re going to kill yourself, but it can be …

Signs That Someone Is Contemplating Suicide - Psychology Today
Recognizing that someone may be considering suicide can be uniquely challenging. Some people will display external signs that they’re at risk or will be vocal about their considerations. Others...

Suicide: Suicidal Signs, Behavior, Risk Factors, How to Talk & More
Dec 21, 2019 · Learn about suicide warning signs, what to do when there’s imminent danger, how to talk to someone who may be suicidal, prevention, hotlines, other resources, and more.

Are You Feeling Suicidal? Coping with Thoughts of Suicide - HelpGuide.org
May 6, 2025 · Feeling suicidal is not a character defect, and it doesn’t mean that you are crazy, or weak, or flawed. It only means that you have more pain than you can cope with right now. But …

Warning Signs of Suicide
Suicide is complicated and tragic, but it is often preventable. Knowing the warning signs for suicide and how to get help can help save lives. Learn about behaviors that may be a sign that …

Suicide and Suicidal Behavior - SAMHSA
Apr 24, 2023 · Access vital information and resources to help prevent suicide and support those in crisis within your local community, Tribe, state, or territory.

What Is Suicidal Ideation? - Psych Central
Jul 29, 2021 · Suicidal ideation — thoughts or feelings about suicide or self-harm — can range from simply considering it to creating a plan. During extreme stress or when facing mental …

Suicidal Ideation: Signs, Symptoms & Red Flags - WebMD
Jan 18, 2024 · Suicidal ideation means you’ve thought about killing yourself. Learn more, including how to get help right away.