Having just lost Berkeley and his wife in a game of Bluff, a bizarre game that has become a blinding obsession for the last inhabitants of Earth, Pete Garden prepares to play his next opponent, who isn't even human, for stakes that are much higher
"Marvelous, terrifying fun, especially if you've ever suspected that the world is an unreal construct built solely to keep you from knowing who you really are. Which it is, of course."--"Rolling Stone" Ragle Gumm has a unique job: every day he wins a newspaper contest. And when he isn't consulting his charts and tables, he enjoys his life in a small town in 1959. At least, that's what he thinks. But then strange things start happening. He finds a phone book where all the numbers have been disconnected, and a magazine article about a famous starlet he's never heard of named Marilyn Monroe. Plus, everyday objects are beginning to disappear and are replaced by strips of paper with words written on them like "bowl of flowers" and "soft drink stand." When Ragle skips town to try to find the cause of these bizarre occurrences, his discovery could make him question everything he has ever known.
A masterwork by Philip K. Dick, this is the final, expanded version of the novellla The Unteleported Man, which Dick worked on shortly before his death. In Lies, Inc., fans of the science fiction legend will immediately recognize his hallmark themes of life in a security state, conspiracy, and the blurring of reality and illusion. This publication marks its first complete appearance in the United States. In this wry, paranoid vision of the future, overpopulation has turned cities into cramed industrial anthills. For those sick of this dystopian reality, one corporation, Trails of Hoffman, Inc., promises an alternative: Take a teleport to Whale's Mouth, a colonized planet billed as the supreme paradise. The only catch is that you can never comeback. When a neurotic man named Rachmael ben Applebaum discovers that the promotional films of happy crowds cheering their newfound existence on Whale's Mouth are faked, he decides to pilot a scapeship on the eighteen-year journey there to see if anyone wants to return.
Philip K. Dick was one of the most popular science fiction novelists of the 20th century, but the contradictory and wily writer has troubled critics who attempt encompassing explanations of his work. This book examines Dick's writing through the lens of ontological uncertainty, providing a comparative map of his oeuvre, tracing both the interior connections between books and his allusive intertextuality. Topics covered include time travel, alternate worlds, androids and simulacra, finite subjective realities and schizophrenia. Twenty novels are explored in detail, including titles that have received scant critical attention. Some of his most important short stories and two of his realist novels are also examined, providing a general introduction to Dick's body of work.
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
"Aside from its perfect fit of critic and subject, Laurence A. Rickels's book provides the most thorough and exhaustive reading of Philip K. Dick's literary work that exists. He goes through all the novels literally, both the science fiction works and the so-called mainstream novels Dick did not publish in his lifetime. The reader of science fiction should welcome a book like this, which is both knowledgeable of the SF tradition tradition and creatively analytical. I could not put this book down once I began to read it".---George Slusser, University of California, Riverside --