Caesar, I, The Gallic War Caesar  
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Caesar (C. Iulius, 102–44 BCE), statesman and soldier, defied the dictator Sulla; served in the Mithridatic wars and in Spain; pushed his way in Roman politics as a 'democrat' against the senatorial government; was the real leader of the coalition with Pompey and Crassus; conquered all Gaul for Rome; attacked Britain twice; was forced into civil war; became master of the Roman world; and achieved wide-reaching reforms until his murder. We have his books of Commentarii (notes): eight on his wars in Gaul, 58–52 BC, including the two expeditions to Britain 55–54, and three on the civil war of 49–48. They are records of his own campaigns (with occasional digressions) in vigorous, direct, clear, unemotional style and in the third person, the account of the civil war being somewhat more impassioned. There is no rhetoric.

The Loeb Classical Library edition of Caesar is in three volumes. Volume II is his Civil Wars. The Alexandrian War, the African War, and the Spanish War, commonly ascribed to Caesar by our manuscripts but of uncertain authorship, are collected in Volume III.

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The Fall Albert Camus  
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Elegantly styled, Camus' profoundly disturbing novel of a Parisian lawyer's confessions is a searing study of modern amorality.

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Exile and the Kingdom Albert Camus  
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These six stories, written at the height of Camus' artistic powers, all depict people at decisive, revelatory moments in their lives. Translated by Justin O'Brien.

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The Stranger Albert Camus  
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Introduction by Peter Dunwoody; Translation by Matthew Ward

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Happy Death Albert Camus  
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In his first novel, A Happy Death, written when he was in his early twenties and retrieved from his private papers following his death in I960, Albert Camus laid the foundation for The Stranger, focusing in both works on an Algerian clerk who kills a man in cold blood. But he also revealed himself to an extent that he never would in his later fiction. For if A Happy Death is the study of a rule-bound being shattering the fetters of his existence, it is also a remarkably candid portrait of its author as a young man.

As the novel follows the protagonist, Patrice Mersault, to his victim's house — and then, fleeing, in a journey that takes him through stages of exile, hedonism, privation, and death -it gives us a glimpse into the imagination of one of the great writers of the twentieth century. For here is the young Camus himself, in love with the sea and sun, enraptured by women yet disdainful of romantic love, and already formulating the philosophy of action and moral responsibility that would make him central to the thought of our time.

Translated from the French by Richard Howard

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The Plague Albert Camus, Stuart Gilbert  
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A haunting tale of human resilience in the face of unrelieved horror, Camus' novel about a bubonic plague ravaging the people of a North African coastal town is a classic of twentieth-century literature.

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Anselm of Canterbury: The Major Works Anselm of Canterbury, Brian Davies, Gill Evans  
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Although utterly convinced of the truth of Christianity, Anselm of Canterbury struggled to make sense of his religion. He considered the doctrines of faith an invitation to question, to think, and to learn; and he devoted his life to confronting and understanding the most elusive aspects of Christianity. His writings on matters such as free will, the nature of truth, and the existence of God make Anselm one of the greatest theologians and philosophers in history, and this translation provides readers with their first opportunity to read his most important works within a single volume.

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Ender's Game Orson Scott Card  
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Winer of the Hugo and Nebula Awards

In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.

Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister.

Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives.

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John Constantine, Hellblazer: All His Engines Mike Carey  
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When a mysterious worldwide plague starts putting millions of people into deadly comas, Earth's foremost expert on the bizarre, John Constantine, steps in with the "cure." After traveling from the dreary alleys of London to the glittering boulevards of L.A., Constantine realizes that a cadre of wicked demons and hellish monsters is behind the outbreak, and he'll have to sacrifice more than himself to put an end to the nightmare.

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Neil Gaiman's Neverwhere Mike Carey  
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The complete comics adaptation of the acclaimed novel by New York Times best-selling author Neil Gaiman is now available in one volume!

NEVERWHERE follows the adventures of an ordinary Londoner who stops to help an enigmatic girl and is drawn into a battle to save the strange underworld kingdom of London Below from destruction.

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On the Nature of Things, Translated by Martin Ferguson Smith Titus Lucretius Carus, Martin Ferguson Smith  
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Martin Ferguson Smith's work on Lucretius is both well known and highly regarded. However, his 1969 translation of De Rerum Natura—long out of print—is virtually unknown. Readers will share our excitement in the discovery of this accurate and fluent prose rendering. For this edition, Professor Smith provides a revised translation, new Introduction, headnotes and bibliography.

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Synthetic Worlds: The Business and Culture of Online Games Edward Castronova  
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From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.

In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?

With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects.

“Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist
 
“Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

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