Monthly Archives: March 2011

CBRIII Maneuver #12 – Logicomix

Target: Apostolos Doxiadis and Christos H. Papadimitriou’s Logicomix: An Epic Search for Truth

Profile: Graphic Novel, Philosophy, Nonfiction

Summary: From the inner cover, “This innovative graphic novel is based on the early life of the brilliant philosopher Bertrand Russell and his impassioned pursuit of truth.  Haunted by family secrets and unable to quell his youthful curiosity, Russell became obsessed with a Promethean goal: to establish the logical foundations of all mathematics.  In his agonized search for absolute truth, Russell crosses paths with legendary thinkers like Gottlob Frege, David Hilbert, and Kurt Gödel, and finds a passionate student in the great Ludwig Wittgenstein.  But the object of his defining quest continues to loom before him.  Through love and hate, peace and war, Russell persists in the dogged mission that threatened to claim both his career and his personal happiness, finally driving him to the brink of insanity.

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CBRIII Maneuver #11 – The Broken Kingdoms

Target: N. K. Jemisin’s The Broken Kingdoms

Profile: Fantasy, Divine Fiction

Summary: From the back cover, “In the city of Shadow, beneath the World Tree, alleyways shimmer with magic and godlings live hidden among mortalkind.  Oree Shoth, a blind artist, takes in a strange homeless man on an impulse.  This act of kindness engulfs Oree in a nightmarish conspiracy.  Someone, somehow, is murdering godlings, leaving their desecrated bodies all over the city.  And Oree’s guest is at the heart of it…”

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CBRIII Maneuver #10 – Reality is Broken

Target: Jane McGonigal’s Reality Is Broken

Profile: Non-fiction, Popular Sociology, Games

Summary: From the cover flap, “More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one.  According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that video games are increasingly fulfilling genuine human needs.  In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lesions of game design to fix what is wrong with the real world.”

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