Sabtu, 30 Maret 2013

[P190.Ebook] Free PDF Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal

A visionary game designer reveals how we can harness the power of games to boost global happiness.

With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.

  • Sales Rank: #18770 in Books
  • Published on: 2011-12-27
  • Released on: 2011-12-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.40" h x .90" w x 5.40" l, .76 pounds
  • Binding: Paperback
  • 416 pages

Amazon.com Review
Practical Advice for Gamers by Jane McGonigal

Reality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts.

But some games are better for us than others, and there is too much of a good thing.

Here are a few secrets that aren’t in the book to help you (or the gamer in your life) get the most positive impact from playing games.

This practical advice--5 key quidelines, plus 2 quick rules--is scientifically backed, and it can be summed up in a single sentence:

Play games you enjoy no more than 21 hours a week; face-to-face with friends and family as often as you can; and in co-operative or creator modes whenever possible.

1. Don’t play more than 21 hours a week.

Studies show that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week. (In extremely stressful circumstances--such as serving in the military during war-time--research shows that gamers can benefit from as many as 28 hours a week.) But for virtually everyone else, whenever you play more than 21 hours a week, the benefits of gaming start to decline sharply. By the time you’re spending 40 hours or more a week playing games, the psychological benefits of playing games have disappeared entirely--and are replaced with negative impacts on your physical health, relationships, and real-life goals. So always strive to keep your gaming in the sweet spot: 7–21 hours a week.

2. Playing with real-life friends and family is better than playing alone all the time, or with strangers.

Gaming strengthens your social bonds and builds trust, two key factors in any positive relationship. And the more positive relationships you have in real life, the happier, healthier and more successful you are.

You can get mental and emotional benefits from single-player games, or by playing with strangers online--but to really unlock the power of games, it’s important to play them with people you really know and like as often as possible.

A handy rule-of-thumb: try to make half of your gaming social. If you play 10 hours a week, try to play face-to-face with real-life friends or family for at least 5 of those hours.

(And if you’re not a gamer yourself--but you have a family member who plays games all the time, it would do you both good to play together--even if you think you don’t like games!)

3. Playing face-to-face with friends and family beats playing with them online.

If you’re in the same physical space, you’ll supercharge both the positive emotional impacts and the social bonding.

Many of the benefits of games are derived from the way they make us feel--and all positive emotions are heightened by face-to-face interaction.

Plus, research shows that social ties are strengthened much more when we play games in the same room than when we play games together online.

Multi-player games are great for this. But single-player works too! You can get all the same benefits by taking turns at a single-player game, helping and cheering each other on.

4. Cooperative gameplay, overall, has more benefits than competitive gameplay.

Studies show that cooperative gameplay lifts our mood longer, and strengthens our friendships more, than competing against each other.

Cooperative gameplay also makes us more likely to help someone in real life, and better collaborators at work--boosting our real-world likeability and chances for success.

Competition has its place, too, of course--we learn to trust others more when we compete against them. But if we spend all our time competing with others, we miss out on the special benefits of co-op play. So when you’re gaming with others, be sure to check to see if there are co-op missions or a co-op mode available. An hour of co-op a week goes a long way. (Find great co-op games for every platform, and a family-friendly list too, at Co-Optimus, the best online resource for co-op gaming.)

5. Creative games have special positive impacts.

Many games encourage or even require players to design and create as part of the gameplay process--for example: Spore, Little Big Planet, and Minecraft; the Halo level designer and the Guitar Hero song creator. These games have been shown to build up players’ sense of creative agency--and they make us more likely to create something outside of the game. If you want to really build up your own creative powers, creative games are a great place to start.

Of course, you can always take the next creative step--and start making your own games. If you’ve never made a game, it’s easier than you think--and there are some great books to help you get started.

2 Other Important Rules:

* You can get all of the benefits of a good game without realistic violence--you (or your kids) don’t have to play games with guns or gore.

If you feel strongly about violence, look to games in other genres--there’s no shortage of amazing sports, music, racing, puzzle, role-playing, casual, strategy and adventure games.

*Any game that makes you feel bad is no longer a good game for you to play.

This should be obvious, but sometimes we get so caught up in our games that we forget they’re supposed to be fun.

If you find yourself feeling really upset when you lose a game, or if you’re fighting with friends or strangers when you play--you’re too invested. Switch to a different game for a while, a game that has “lower stakes” for you personally.

Or, especially if you play with strangers online, you might find yourself surrounded by other players who say things that make you uncomfortable--or who just generally act like jerks. Their behavior will actually make it harder for you to get the positive benefits of games--so don’t waste your time playing with a community that gets you down.

Meanwhile, if you start to wonder if you’re spending too much time on a particular game – maybe you’re starting to feel just a tiny bit addicted--keep track of your gaming hours for one week. Make sure they add up to less than 21 hours! And you may want to limit yourself to even fewer for a little while if you’re feeling too much “gamer regret.”

From Booklist
People who spend hours playing video or online games are often maligned for “wasting their time” or “not living in the real world,” but McGonigal argues persuasively and passionately against this notion in her eminently effective examination of why games are important. She begins by disabusing the reader of some inherent prejudices and assumptions made about gamers, such as that they’re lazy and unambitious. Quite the opposite: McGonigal finds that gamers are working hard to achieve goals within the world of whatever game they are playing, whether it’s going on a quest to win attributes to enhance their in-game characters or performing tasks to get to a higher level in the game. Games inspire hard work, the setting of ambitious goals, learning from and even enjoying failure, and coming together with others for a common goal. McGonigal points out many real-world applications, including encouraging students to seek out secret assignments, setting up household chores as a challenge, even a 2009 game created by The Guardian to help uncover the excessive expenses of members of Parliament. With so many people playing games, this comprehensive, engaging study is an essential read. --Kristine Huntley

Review
As addictive as Tetris, this penetrating, entertaining look into gaming culture is a vibrant mix of technology, psychology & sociology, told with the vision of a futurist & the deft touch of a storyteller. --Publisher's Weekly, starred review

Most helpful customer reviews

139 of 154 people found the following review helpful.
Well written, enthusiastic, overpromised, but great
By Mortimer Duke
McGonigal has written a fun and readable book. She has found a niche here -- the idea that video games express our best selves -- and her enthusiasm on the subject is downright infectious. I kept thinking that she is one of those people in the center of her social network. One of those people that convinces her friends to get out of the house and try new, quirky, interesting things. She makes life fun by making it a game. It's nearly impossible not to get caught up in her enthusiasm.

There are two sides to this enthusiasm. First of all, she has managed to convince people, on a grand scale, that video games can be a force for good. She has actually gone out and done things to reform the way we think about video games by creating ones that tap the potential to be useful in the world. She and game designers like her may well be a force that sees this grand idea through to the end.

On the other hand, there's a nagging feeling (the devil on my shoulder) that tells me that this idea is overstated and undersupported. The "science" here really doesn't (and couldn't, when it comes down to it) say that the world is better off as a direct result of video games. In short-term laboratory experiments, there are some interesting results. But the comparison groups here are what beg the question -- playing video games makes you more optimistic as compared to what? Because playing a role playing game for a few minutes makes you more confident in talking to the opposite sex immediately afterward does not mean that playing WoW for 22 hours a week is going to jazz up your sex life.

I can't help but think that what McGonigal is talking about is absolutely true for a select group of people -- her included, and perhaps other optimistic and playful individuals who like to treat life as a game -- but is overstated as a panacea for the human race.

In the end, I'm glad to have read the book, and would recommend it as a well-articulated vision of a very interesting idea, one that is certainly worth having a debate over.

47 of 51 people found the following review helpful.
Perspective Likely to Be Helpful for Non-Gamers
By Steve Proctor
I suspect my reactions to this book may be different than the majority of readers, as I assume most readers will be dedicated gamers or those who is close to someone who is a serious gamer and want to know more about it.*

First the positives about this book.
I appreciate than Jane McGonigal brings a fresh perspective and intelligence to looking at games. She draws from research in a variety of quarters which often are elucidating. For example, despite reading many smart popularized books on behavioral and cognitive brain issues, I hadn't read anything about why teasing (or self-deprecating humor) is an effective way of building camaraderie. And of course, she does a good job building a long and detailed case for what games have to offer. Since that has been discussed in detail in many other reviews, I won't say much about it.

The Negatives
Sometimes I felt there was too much detail, even after a simple point was made. I listened to the audio book, so I can't cite chapter and verse, but one example I remember is that she mentioned something about rock stars and reeled off a long list of stars, finishing with the line "to name a few." Well, actually, you named way more than few. I know this may sound like nitpicking, but it was indicative of an overall sense of wishing she'd make her point and move on more rather than give LOTS of examples. My lack of interest in specifics about particular games may be coming into play. Plus the fact when listening to an audio book, you can't skim effectively. So take that criticism in context to your own interests and form of "reading" this book.

Another issue I had, and one that seems to be a problem with so many books, is that she is so focused on building a case (in this case, how great games are) that she seems unwilling to seriously consider counter arguments. As if entertaining such thoughts would be dangerous to her whole thesis.

The biggest unconsidered argument and I suppose my biggest problem with the book (I'm ready to duck from gamers who are likely to be mad at me), is that she doesn't look at the deep problem of people turning to games because they are disappointed with reality. While I'm very interested in her desire to make human activities more engaging by borrowing from what is engaging about games, she doesn't address that turning to games instead of working on accepting reality is, in the long run, damaging or counter-productive--to improving our long term psycho-spiritual health. Watching lots of TV can feel good too, especially in the short run, but it tends to be a way to escape facing our reality and not moving us toward working on accepting the difficulties of being human--which I believe is the real mission/journey for all of us. I suppose that is the ultimate game.

*Well, I should qualify that I love games, but more of the board or word-games category (THE Book of Word Games is a favorite book) than video games (though I suspect based on a minor Pac-Man addiction I had for a brief while in college, I'd probably get way into them if I tried).

44 of 48 people found the following review helpful.
Perfectly captures the depth of engagement games provide
By Gigawood
Having been around computers and games since I was 2, and having played online games from the start when I was 13, I can say that Jane McGonigal's description of the online world today's kids are growing up with is extremely accurate. When I sat down to write what soft skills I've picked up from all my years playing online games, I came up with a rather exhaustive list. It's astounding, regardless of the genre played (FPS, like Halo, MMOs like World of Warcraft).

Why do we find games so engaging, so engrossing? Many schools, businesses and the like are blaming 'addiction' to games for people tuning out. It goes far, far beyond simple 'addiction' (though problems do exist). Jane goes to great lengths to EXPLAIN the concepts of engagement this 'video game addiction' really consists of - and that schools, businesses and the greater community can and SHOULD learn from such an efficient, accessible use of these concepts to improve the quality of life for everyone in society.

This is a must read - particularly for any businessperson, teacher, parent, or gamer in the community.

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Senin, 18 Maret 2013

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  • Sales Rank: #3522269 in Books
  • Published on: 2001-04-09
  • Formats: Audiobook, CD
  • Original language: French
  • Number of items: 1
  • Dimensions: 7.50" h x .60" w x 5.30" l,
  • Binding: Audio CD
  • 1 pages

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Selasa, 12 Maret 2013

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The Wizards Of Langley: Inside The Cia's Directorate Of Science And Technology, by Jeffrey T Richelson

In this, the first full-length study of the Directorate of Science and Technology, Jeffrey T. Richelson walks us down the corridors of CIA headquarters in Langley, Virginia, and through the four decades of science, scientists, and managers that produced the CIA we have today. He tells a story of amazing technological innovation in service of intelligence gathering, of bitter bureaucratic infighting, and sometimes, as in the case of its “mind-control” adventure, of stunning moral failure. Based on original interviews and extensive archival research, The Wizards of Langley turns a piercing lamp on many of the agency’s activities, many never before made public.

  • Sales Rank: #527801 in eBooks
  • Published on: 2008-11-10
  • Released on: 2008-11-10
  • Format: Kindle eBook

Amazon.com Review
For many, the CIA conjures up a shadowy world of spies, international intrigue, and secret corridors of power. While this image may be partially accurate, the primary function of the agency is less romantic: the collection and analysis of information. To this end, the CIA's Directorate of Science and Technology is indispensable. As the group responsible for creating the tools that allow the spymasters to do their jobs, the DS&T has been "a key element in the history of both the CIA and the entire intelligence community," writes Jeffrey Richelson, a specialist on American intelligence operations. In The Wizards of Langley, he traces the directorate from its inception in 1947 to the present, analyzing each aspect of its activities and responsibilities in exhaustive detail, along with the infighting and political wrangling that have accompanied its growth.

As Richelson points out, there were some missteps, such as administering LSD to scientists without their knowledge (one committed suicide as a result), employing cats as bugging devices, and the use of psychics, but overall the DS&T has made "an enormous contribution to U.S. intelligence capabilities and national security." Notably, the directorate has developed the U-2 spy plane and some of the U.S.'s most important surveillance satellites, and has been a pioneer in photointerpretation, the collection of signals intelligence, and foreign missile and space programs analysis. Some innovations have even had significant effects beyond the intelligence community, such as lithium batteries for pacemakers and methods for the detection of breast cancer. The book also offers a wealth of anecdotes, giving readers a rare look at top-secret operations and spy games of the cold war. Though the sheer amount of detail sometimes bogs down the narrative, this is a gold mine for those interested in the largely unsung heroes who have enabled the CIA to work so effectively. --Shawn Carkonen

From Publishers Weekly
In recent years, the media have presented several reports on the tragic and scandalous 1953 death of army scientist Frank Olson. Ten days before Olson died, a Central Intelligence Agency researcher had slipped a dose of LSD into the unwitting Olson's drink. The hapless army scientist quite literally went mad and leapt to his death from the window of his New York hotel room. Press accounts have couched Olson's death as the work of a sinister CIA. In Richelson's even presentation, the Olson case, horrific as it was, is less representative of a CIA run amok than it is of a paranoid Cold War mentality in which the nation's premier intelligence agency was tasked with developing extraordinary measures for extraordinary times. The directorate responsible for those measures is the focus of this fine and meticulously researched study by master Langley-ologist Richelson (The U.S. Intelligence Community, etc.). Richelson places into context the directorate of science and technology's operations, from sci-fi-style remote-viewing experiments to very practical scientific advances that would eventually find application in heart pacemaker technology. Espionage aficionados will recognize a set of familiar project code names: JENNIFER, MKULTRA and others. Familiar spy personalities are also in abundance: Ray Cline, William Colby, Richard Helms. But Richelson expounds on what's already known, giving new insights into such matters as the development of U.S. aerial and space reconnaissance systems. The evolution of the aircraft that would become the SR-71 Blackbird spy plane is particularly fascinating, as is the story of the New York Times's investigative reporter Seymour Hersh's apparent agreement to a 1972 request from the CIA to withhold the true mission of the Glomar Explorer, a spy ship that had been dispatched to recover a sunken Soviet submarine. Photos. (Sept.) Forecast: As the scientific wing of the agency takes on increased importance in the new race for space, this book, if hand-sold as a solid, conservative perspective on the agency's history, could turn out to be a steady seller.

Copyright 2001 Cahners Business Information, Inc.

From Library Journal
The CIA's Directorate of Science and Technology developed powerful tools such as the U-2 and reconnaissance satellites for collecting intelligence as well as more mundane items like small but long-lasting batteries, which eventually found their way into pacemakers and other medical devices. It also conducted controversial experiments with LSD on unsuspecting human subjects and explored the use of psychics for intelligence work. Richelson (fellow, National Security Archive; A Century of Spies) provides a richly detailed account of the agency's work from its founding in 1948 through the first days of George W. Bush's administration. The book's focus is on the development of spy hardware, much of it using cutting-edge technology. However, the infighting between the CIA and the military over who would control America's intelligence network provides an even more fascinating angle. Based on interviews and archival research, Richelson's book expands on the coverage provided in Ronald Kessler's Inside the CIA (LJ 9/1/98) in giving readers a look at one of the most secretive parts of the U.S. government. For public and academic libraries. Stephen L. Hupp, West Virginia Univ., Parkersburg
Copyright 2001 Reed Business Information, Inc.

Most helpful customer reviews

42 of 48 people found the following review helpful.
Not James Bond ... and Definitely Not 'Q'
By Andrew S. Rogers
David Letterman once described his TV show as 'info-tainment without the "info" ... or the "tainment."' I'm tempted to describe this book as a technothriller without the 'thriller.' It definitely has the 'techno,' though.
Let me say up front that I don't think this is entirely author Jeffrey Richelson's fault. He is one of America's top historians of the intelligence community, and this book is exhaustively researched and documented (the first chapter alone has 173 endnotes). I just found the subject of all this research much less exciting than I thought it would be. For all their sci-tech wizardry, the 'wizards of Langley' were, at the end of the day, still a bunch of bureaucrats. Their battlefields were as much institutional as geopolitical, and that makes Richelson's story bureaucratic and institutional too.
Maybe I was spoiled by Bamford's 'Body of Secrets,' about the NSA, which combines technological detail with exciting stories of front-line espionage, but it seemed to me Richelson sometimes took too light a touch on interesting operational stories in order to get back to chronicling the CIA's changing organization chart. The attempted recovery of a sunken Soviet submarine, or the infamous BLUEBIRD-ARTICHOKE-MKDELTA experiments with mind-altering drugs, for example, were zipped over in just a couple of pages. It is true, though, that these topics are covered extensively in other books.
In all, I can see how 'The Wizards of Langley' will be useful for people interested in the personalities and politics behind a key element of America's intelligence apparatus. Journalists or specialist historians, for example. But I'm afraid the general reader with an interest in intelligence operations may find this book rough, and even unrewarding, sledding. It's for that first group -- for whom this book could be an excellent resource -- that I'm giving it as high a rating as I am.

11 of 12 people found the following review helpful.
Well Researched but Poorly Written
By TJ Marsden
I must agree with previous reviewer comments. This book attempts to describe the Directorate of Science and Technology, yet it focuses on the bureaucracy of upper management and has little discussion regarding the programs and technologies created by the DS&T. This organization has played a cricial role in shaping modern history, yet the book is dull and uninteresting to read.

12 of 14 people found the following review helpful.
Informational
By Harry Pandolfino
An informative history of the U.S. intelligence efforts over the years to use creative technology to gather information. A chronology of how the desire for intelligence spawned the U2, the SR-71 and spy satellites and also how the agency discovers cutting edge technology which it sometimes releases to the private sector to be applied. Unfortunately the writing is very dry with too much focus on the history of internecine rivalries and power struggles which will probably not interest the average reader. A good read in order to get a balanced view of the value of the CIA which is often maligned and under-appreciated.

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Senin, 11 Maret 2013

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Fires of Eden, by Dan Simmons

A real-estate mogul's attempts to build a deluxe Hawaiian resort are undermined by the disappearance of guests, discovery of strange beasts capable of human speech, and volcanic eruptions, as vengeful gods bring their immortal rivalries into the modern world.

  • Sales Rank: #202981 in Books
  • Published on: 1994-10-27
  • Released on: 1994-10-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 6.50" w x 1.50" l,
  • Binding: Hardcover
  • 399 pages

From Publishers Weekly
A talking hog with a bad attitude and a hungry humanoid with a shark's mouth in his hunchback are but two of the many loopy touches that Simmons (Lovedeath) puts into this fractured horror novel. There's also an unusual dual narration: a third-person account of the occult revenge wreaked on a ritzy but politically incorrect Hawaiian resort, and a first-person chronicle, drawn from a 19th-century diary, of similar troubles witnessed by the diarist, Lorena Stewart, and her traveling companion, the young Mark Twain. For all its eccentricities, though, the book is unlikely to add to Simmons's clutch of awards (Hugo, Bram Stoker, World Fantasy, etc.), because at heart it's powered by an utterly conventional horror premise-that nature will bite back when bitten-and because its dominant, present-time plot is peopled by cartoonish types. Chief among these is Byron Trumbo, the Trump-like tycoon who has so offended Hawaiian islanders with his sprawling resort carved into wilderness terrain that some have called upon ancient Hawaiian gods (hog and co.) and the giant volcanoes they control to destroy the resort. Simmons generates moderate suspense as Stewart's descendant and others race to save lives and souls from erupting volcanoes and malevolent gods, but not enough to avoid the reader's feeling that he should have shoehorned the entire story into the Twain segments, whose deft period charms more aptly suit the antiquated themes, characters and pyrotechnics on display. Author tour.
Copyright 1994 Reed Business Information, Inc.

From Library Journal
Billionaire Byron Trumbo wants to sell his posh Hawaiian resort to a Japanese investor but must make it appear prosperous while the deal is being struck. Due to the high prices, guests have been scarce. Unfortunately, they are becoming even scarcer as someone or something is kidnapping and murdering them. Drawn by the sketchy news accounts, Eleanor Perry has come to Mauna Pele on a sort of pilgrimage, using her aunt Kidder's 1866 travel diary as a guidebook. The events Kidder chronicled-tales of demons conjured up to rid the island of missionaries-seem to parallel the current events. As volcanoes erupt and vengeful gods and demons become more violent, Eleanor and her fellow guest, the indomitable Cordie Stumpf, attempt to get to the bottom of things. Simmons (Children of the Night, LJ 7/92) is well known for his science fiction and horror writing, and this new work is as rich in Hawaiian mythology as it is in suspense. For most popular collections.
A.M.B. Amantia, Population Action International, Washington, D.C.
Copyright 1994 Reed Business Information, Inc.

From Kirkus Reviews
A period romance masquerading as a metaphysical thriller disguised as a buddy movie, this latest novel from Simmons (Lovedeath, 1993, etc.) bridges two centuries and offers lots of plucky fun along the way. The smoldering garden of the title is Hawaii, where the golf- starved Japanese who have come to purchase billionaire Byron Trumbo's sprawling resort are as likely to discover severed hands on the 14th green as they are to encounter a giant talking pig that devours souls. Historian Eleanor Perry has a different motive for her visit--to solve the mystery of her Great Great Great Great Aunt Kidder, whose Hawaiian adventures with Mark Twain in 1866 will be paralleled by Perry's own. In each era, a grumpy cabal of local priests summons the forces of darkness to rid the islands of an unwanted white plague--missionaries in Aunt Kidder's day, real- estate tycoons in Perry's. Shifting deftly between the mid-1800s and the present, Simmons uses Aunt Kidder's journal to recount her unlikely romantic gambol with Samuel Clemens, not yet Mark Twain but acid-tongued nonetheless. The pair's climactic scene together, in which Kidder and Clemens slather themselves with rotten kukui- nut oil and descend naked into the underworld, approaches inspired hilarity without compromising suspense. Never really too cloying in its symmetries, the novel supplies Perry with her own confederates, who, while not possessed of Clemens's legendary wit, are substantially more than cardboard action figures. In a useful twist, it's Cordie Stumpf, Perry's hard-drinking sister in arms, who, with a reluctant Trumbo as her Twain, battles the novel's pig- god Mephistopheles to reclaim Perry's captured ghost and save the imperiled resort. Allying the women, literally, with female volcanic deities, Simmons even wedges a feminist angle into his already bulging anthropological primer. The flip side of a Don Ho single, short on poi and ukuleles but long on elemental carnage, vengeful immortals, and nimble plotting. -- Copyright �1994, Kirkus Associates, LP. All rights reserved.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Have always enjoyed this novel
By karen marks
Have always enjoyed this novel, Dan Simmons paints a picture with his prose. Just wish it was on Audable too.

9 of 9 people found the following review helpful.
Not his best, but still good
By Robert Beveridge
Knowing what I know of the writing of Dan Simmons, I expected this to be a science-fiction novel when I picked it up a couple of years ago. I never even read the synopsis, and promptly forgot I owned it. Turns out I was about as far off as i could be. I wouldn't exactly call it fantasy, and I wouldn't exactly call it horror, and I wouldn't exactly call it an environmental novel (though that's probably closest to the truth, with shades of such ecodisaster scenarios Prophecy, the Godzilla movies, and suchlike running through it). It has aspects of all of them, but never turns into a full-blown anything, preferring to defy categorization like many of Simmons' best books do.
Byron Trumbo is a billionaire with an attitude, a pending divorce, two young lovers who don't know about each other, and a money-pit Hawaiian resort he's trying to palm off on a group of Japanese investors who want to make it into a golf club. The problem is, people keep disappearing at Mauna Pele, and pieces of them turn up at the worst possible times. Add to this two intrepid adventurers who have come to Mauna Pele for different reasons (spoilers, again...) and who band together to try and solve the murders, an overly curious treehugger art curator who was hired after threatening to sue Trumbo for bulldozing over duck ponds, a crazed, murderous Hawaiian separatist, and a dimwitted pair of security guards, and the scene is set for a rollicking good time. All of the major characters are well-done and believable, if a little over the top sometimes (while I'm not usually one to balk at such things, the seemingly constant use of profanity in the book threw me for a loop; I could have done with less of it). Add cuts where we read sections of the main character's great-great-aunt's diary; the main character, Eleanor, is following in her aunt's footsteps, recreating a journey Aunt Kidder took with Samuel Clemens to the volcanoes on the Big Island (back when Americans knew Hawaii as the Sandwich Islands).
This was one of the conceits that annoyed me in the book, and it wouldn't have annoyed me if it hadn't been done so many times: we find ourselves at a cliffhanger and the diary narration takes over again. The first time, I liked it. The second time, I liked it. The third time, I liked it a little less. And so on. However, that was the only real mark against the novel, and I have to say it certainly held my interest up to the very last page. Definitely worth looking out for.

9 of 10 people found the following review helpful.
Don't tick off the goddess
By Michael Battaglia
If Simmons wasn't such a darn good writer this probably could have been an absurdly silly book, all the warning signs are there. Giant talking god animals, people dropping like flies, nature rebelling against man's injustice to it, stuff like that. And yet Simmons pulls it all together and manages to make something good of it. The setting here is appropriately Hawaii at a hotel that billionaire Bryan Tumbo is trying to desperately sell to the Japanese, unfortunately for him, his few guests keep dying off, killed by some utterly sadistic and vaguely supernatural forces. Into this mess come our heroes and as things escalate (as you know they will) the puny humans trying to stay alive around the erupting volcanoes becomes a backdrop for the conflict of god versus god. And really it all works. Simmons has a knack for making even the patently silly (giant talking pigs with eight eyes) sincerely frightening and while the book probably isn't horror so much as old time adventure (it's pretty scary toward the beginning but once you know what's going on the fright factor goes away) with a bit of a feminist slant you're having too much of a grand old time to really care. Even better he intersperses the narrative with another narrative taken from someone's diary about similar events in 1866, featuring none other than Samuel Clemens (psst . . . Mark Twain) who Simmons writes so well that if he didn't talk like that, he should have. The diary also gives Simmons the opportunity to create twice the suspense by flashing back and forth between the two (though less so in the diary, she's obviously writing it after it's all over so you know she has to live to write it). Of course the story feels more suited for the old fashioned nineteenth century setting but Simmons' gift for description (especially of the contrast between the lush Hawaiian surroundings and the primal violence of the volcano) and his ability to immerse you in that setting. Events get so over the top after a while that you have no choice but to be swept away with it and his plotting is as deft as ever. And while I thought the climax lacked a bit in suspense it's still entertaining as all heck. Yeah it won't win him any awards but that's not the point here, he's just out to spin a good yarn and that's what we got...Track it down if you can to see an excellent author cutting loose and having some (admittedly well researched) fun with a story.

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Minggu, 10 Maret 2013

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  • Sales Rank: #768451 in Books
  • Published on: 2015-01-27
  • Original language: French
  • Number of items: 1
  • Dimensions: 10.40" h x .90" w x 7.60" l, .0 pounds
  • Binding: Paperback
  • 392 pages

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Plants: Why You Can't Live Without Them (Roli Books), by Bill Wolverton

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Plants: Why You Can't Live Without Them (Roli Books), by Bill Wolverton

Though essential to our existance, plants get sidelined in the hustle and bustle of city life. The revolutionary concept of 'eco-landscaping' heralds the effort to bring greenery back into the concrete jungle we inhabit. Plants: Why You Can't Live Without Them explores how our homes and offices can be made healthier and more cheerful with plants.

Air-conditioned rooms, synthetic building materials and inadequate ventilation cause numerous respiratory and nervous disorders. The mere presence of plants has been proved to lessen enviornmental pollution, increase labour productivity and reduce the cost of healthcare.Plants also provide medical herbs and nutritious food that go a very long in extending our lifespan.From the refreshening up of indoor space, to creating a variety of gardens, and to natural methods of waste recycling, Plants elaborates the diverse means by which to enhance our living.

Produced after many years of scientific research and data collection, this book is a comprehensive study of the amazing benefits of plants, which are nature's gift to us and provide us sustenance.

  • Sales Rank: #1425745 in Books
  • Brand: Brand: Roli Books
  • Published on: 2010-09-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.10" h x .50" w x 7.78" l, 1.10 pounds
  • Binding: Paperback
  • 144 pages
Features
  • ISBN13: 9788174367518
  • Condition: New
  • Notes: BRAND NEW FROM PUBLISHER! 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!

From the Back Cover

Though essential to our existance, plants get sidelined in the hustle and bustle of city life. The revolutionary concept of 'eco-landscaping' heralds the effort to bring greenery back into the concrete jungle we inhabit. Plants: Why You Can't Live Without Them explores how our homes and offices can be made healthier and more cheerful with plants.

Air-conditioned rooms, synthetic building materials and inadequate ventilation cause numerous respiratory and nervous disorders. The mere presence of plants has been proved to lessen enviornmental pollution, increase labour productivity and reduce the cost of healthcare.Plants also provide medical herbs and nutritious food that go a very long in extending our lifespan.From the refreshening up of indoor space, to creating a variety of gardens, and to natural methods of waste recycling, Plants elaborates the diverse means by which to enhance our living.

Produced after many years of scientific research and data collection, this book is a comprehensive study of the amazing benefits of plants, which are nature's gift to us and provide us sustenance.

Dr. B.C. 'Bill' Wolverton is a retired NASA scientist and has received numerous patents and wards for his pioneering research into enviromental pollution. He lectured throughout the world and his publication include Eco-friendly Houseplants(or How to Grow Fresh Air), now in fifteen translations, and Growing Clean Water-Nature's Solution to Water Pollution.

Kozaburo Takenaka, Founder of Takenaka Garden Afforestation, the topmost plant leasing company in Japan, has created many styles of green enviroments in all manner of indoor and outdoor spaces. He has conducted research with universities into green plant related technologies, with experiments in natural and artificial enviroments, soil developement and water resources.����

About the Author

Dr. B.C. 'Bill' Wolverton is a retired NASA scientist and has received numerous patents and wards for his pioneering research into enviromental pollution. He lectured throughout the world and his publication include Eco-friendly Houseplants(or How to Grow Fresh Air), now in fifteen translations, and Growing Clean Water-Nature's Solution to Water Pollution.

Kozaburo Takenaka, Founder of Takenaka Garden Afforestation, the topmost plant leasing company in Japan, has created many styles of green enviroments in all manner of indoor and outdoor spaces. He has conducted research with universities into green plant related technologies, with experiments in natural and artificial enviroments, soil developement and water resources.

Most helpful customer reviews

18 of 18 people found the following review helpful.
Plants: Why You Can't LIve Without Them
By Dr Stephen Rittner
One of the pleasures of owning a floral school is developing our floral school library.

It gives me a good excuse to buy books dealing with a wide range of subjects, to read and enjoy them, and to let others know about goodies that relate to our common interests.
It takes a lot to impress me though. There are books, and there are books!

I had the pleasure of reading "How to Grow Fresh Air: 50 House Plants that Purify Your Home or Office" by BC Wolverton.
Wolverton explored the healthy aspects of plants in terms of how they help to purify air and contribute to a more livable environment. I love that book.

Well, he's at it again!

This one is called " Plants: Why You Can't Live Without Them."

Along with co-author Kozaburo Takenaka, Wolverton provides a wonderful summary of just how critical plants are for human health and well being. Chapters like "Is the Air Indoors Making You Sick," Plants: Nature's Air Purifiers," "Medicinal Plants, " and more make their points in a succinct and appealing manner. (Be warned: The chapter on indoor air pollution made me not want to do any renovations in my home without careful and considerable examination of home construction materials). The benefits of plants in terms of reducing indoor air pollutants is discussed and documented as are many areas in which plants contribute to human well being.

When I was an undergraduate, one of my favorite courses was one called, "Plants And Man." It dealt with the benefits of plants and the social aspects of horticulture.
This book reads like a far more interesting and useful update of the subject for the 21st Century.

Wolverton and Tekenaka, in part wanted this book to provide a written legacy to their descendents of their contribution in making our environment a better place.

It is my hope that this book gets widespread attention, and that their legacy encouraging the use of plants to improve our environment, go far beyond the written page.

Buy this one. Encourage your local library to buy it, and encourage others to read it. It provides an excellent documentation of why plants and floral materials are so critical for human well being. It's timely and important.

0 of 12 people found the following review helpful.
hash
By D. Gray
The book is a half-baked hash of recent horticulture and a fragmentary economic botany. There is nothing to recommend it.

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Rabu, 06 Maret 2013

[A120.Ebook] Download The Med School Survival Guide : How to Make the Challenges of Med School Seem Like Small Stuff Paperback July 25, 2000, by Jennifer Danek

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The Med School Survival Guide : How to Make the Challenges of Med School Seem Like Small Stuff Paperback July 25, 2000, by Jennifer Danek

  • Published on: 1605
  • Binding: Paperback

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Sabtu, 02 Maret 2013

[Y512.Ebook] PDF Ebook Job Interview Success: Be Your Own Coach, by Jenny Rogers

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Job Interview Success: Be Your Own Coach, by Jenny Rogers

Jenny Rogers provides all the practical advice you need on presenting yourself well in job interviews as you prove you are in the business of achieving success.

  • Sales Rank: #1898177 in eBooks
  • Published on: 2011-01-01
  • Released on: 2011-01-01
  • Format: Kindle eBook

About the Author
Jenny Rogers is a management consultant and executive coach who has advised both industry leaders and young people on their careers. She also trains managers in the skills needed to influence others effectively. She is a former television producer and teacher and has written or edited more than 50 books. Jenny is now an executive director of Management Futures Ltd and the coach for the BBC Radio 4 series Job Clinic.

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0 of 0 people found the following review helpful.
This book stands out from the crowd!
By Robert Selden
There's a plethora of books on interviewing and being interviewed for jobs. In "Job Interview Success: Your complete guide to practical interview skills", author Jenny Rogers has hit the high spots. This book stands out from the rest.

Rogers takes the prospective job applicant through the entire process from "Do you really want the job?" to "After the interview" and "Starting the new job". The book does what it says on the jacket "Be your own coach". Rogers' experience as a coach in this field comes through on every page - it's practical, down-to-earth advice that should work for anyone who is about to jump onto the pre-employment treadmill.

Chapter one provides a number of self-analysis tools to help you discover your motivation for the intended job. Anyone who carries out these exercises, will I'm sure, not only find out whether they actually do want the job, but in the process find out a lot about themselves. The remainder of the book, although not filled with such analytical tools, poses many questions for the candidate that will help them through all phases of the recruitment process. It also has many checklists, tips and personal examples that show how difficult situations/questions might best be handled.

As someone who has also been in the recruitment field, I was impressed with this book not only because it covered the obvious topics (such as dress code, handling nerves etc.) but because Rogers often puts a different spin on them (such as acting as a facilitator if you happen to be in a team assessment centre).

This is not only a "must read" for anyone about to apply for a new position (either within or external), but I'd strongly suggest it become a "must do". Highly recommended.

Bob Selden, author What To Do When You Become The Boss: How new managers become successful managers

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