* Widespread review coverage in newspapers such as the Age, Sydney Morning Herald, Australian and NZ Herald * Interviews in magazines such as NZ Listener and the Big Issue * Review coverage in magazines such as Rolling Stone, GQ, Smith Journal, the Monthly and Marie Claire * Radio interviews on major programs such as Radio National Life Maters and Radio NZ's Kim Hall * Extract to be sought in major national publication * Advertisements in literary and current affairs publications such as ABR, Griffith Review, the Monthly and on their associated websites * Online display advertising on gamer websites such as PC Gamer and Gameplanet * Early reading copies available to the trade * Significant budget for bookseller catalogues * Advertisements in bookseller newsletters and catalogues
Authors Bio, not available
'Before starting Gamelife I had zero interest in computer games and, at best, limited interest in male adolescence. But now I'm very interested in Michael W. Clune. I loved this book.' Harper's Magazine 'An idiosyncratic but universal exploration of how we teach ourselves to dream, Gamelife charts the interstices between imagination and loneliness in a tender, sad, and funny paean to childhood, all framed around a lost era in video gaming.' -- Liam Pieper author of The Feel-Good Hit of the Year 'Gamelife is a spectacular accomplishment. It's written in a kind of yearning voice that defies easy classification as simple nostalgia.' New Republic 'I steal language and ideas from Michael W. Clune.' -- Ben Lerner, author of 10:04 'I highly enjoyed Gamelife-a beautiful, delightful, surreal, moving, intellectually shocking, vivid, and thrilling book about numbers and death, magic and despair, dimensions and middle school.' -- Tao Lin, author of Taipei 'Along with his spot-on re-creations of childhood and adolescent conversations, Clune's wry observations about growing up in the 1970s and 1980s amid the burgeoning microcomputer revolution make his gamer memoir a standout.' Booklist '[Gamelife] is an extremely well-written retrospective...[Clune] succeeds in not only sharing poignant memories but also confronting the rose-tinted glasses we tend to wear when discussing the past.' Library Journal 'Clune never treats games as an escape but rather an entry into a heightened reality, an education, a creative stimulus, and a portal for self-discovery...[a] provocative book.' Kirkus Reviews 'An engaging and enjoyable read...A clear thinker and a skilled writer, Clune has thought deeply about why we play games, and he has come up with some worthy answers.' Australian '[Gamelife is] the history of an intellectual awakening told through the medium of video games, which Clune writes about with frequently arresting eloquence and power.' New Statesman
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