Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games by Lizzie Stark

On July 9, 2012, in Book Reviews, Nonfiction, Social Studies, by Editor

Exposing a subculture often dismissed as “geeky” by mainstream America, Leaving Mundania is the story of live action role-playing (LARP). A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members.

Geeks MIGHT NOT rule the WORLD

On June 9, 2011, in Ariel Ceylan, Blogging, Business, Entertainment, Guest Writers, by Ariel Ceylan

How many of you have heard it said that geeks will rule the world? I certainly heard this growing up. The moral of this story is to not be mean to geeks and to not take advantage of their intelligences. However, my experience with American youth is that geeks might not rule the world after all.

Geek Love: A Novel by Katherine Dunn

On May 23, 2011, in Book Reviews, Fiction, by Editor

A wild, often horrifying, novel about freaks, geeks and other aberrancies of the human condition who travel together (a whole family of them) as a circus. It’s a solipsistic funhouse world that makes “normal” people seem bland and pitiful. Arturo the Aqua-Boy, who has flippers and an enormous need to be loved. A museum of sacred monsters that didn’t make it. An endearing “little beetle” of a heroine. Sort of like Tod Browning’s Freaks crossed with David Lynch and John Irving and perhaps George Eliot — the latter for the power of the emotions evoked.