An essential collection of proto-science fiction stories that reveals the diverse literary milieu out of which the sci fi genre emerged.A planetary escape pod, an alien body-snatcher, an underground Alaskan city, and a war between the sexes in Atlantis! These are just a few of the outré elements you'll find in More Voices from the Radium Age, a showcase of proto-science fiction edited and introduced by Joshua Glenn. This volume brings together well-known and lesser-known writers in an inclusive collection that features E. Nesbit and May Sinclair, two of the genre's first female writers.More Voices from the Radium Age also introduces readers to writers who have fallen into obscurity, including proto-sf pioneer George C. Wallis, the Russian Symbolist Valery Bryusov, and "weird" horror master Algernon Blackwood. It also includes H.G. Wells, who continued to make startling predictions in the early 20th century, and Abraham Merritt and George Allan England, two of the biggest names in the era of the pulp scientific romance.An essential collection for any sci fi fan, More Voices from the Radium Age is a wild and darkly cathartic ride through the anxieties, fantasies, and nightmares that ultimately shaped the genre we now know as science fiction.
Joshua Glenn Bücher




The Adventurer's Glossary
- 328 Seiten
- 12 Lesestunden
The Adventurer's Glossary takes readers on their own semantic exploration. Through more than 500 terms, sourced from Shakespeare, military and biker jargon, hip hop and surfer slang, and beyond, Joshua Glenn considers meaning and selfhood. This diverting survey, paired with copious illustrations by cartoonist Seth, is introduced by Mark Kingwell.
Voices from the Radium Age
- 224 Seiten
- 8 Lesestunden
A collection of science fiction stories from the early twentieth century by authors ranging from Arthur Conan Doyle to W. E. B. Du Bois. This collection of science fiction stories from the early twentieth century features work by the famous (Arthur Conan Doyle, creator of Sherlock Holmes), the no-longer famous (“weird fiction" pioneer William Hope Hodgson), and the should-be-more famous (Bengali feminist Rokeya Sakhawat Hossain). It offers stories by writers known for concerns other than science fiction (W. E. B. Du Bois, author of The Souls of Black Folk) and by writers known only for pulp science fiction (the prolific Neil R. Jones). These stories represent what volume and series editor Joshua Glenn has dubbed “the Radium Age”—the period when science fiction as we know it emerged as a genre. The collection shows that nascent science fiction from this era was prescient, provocative, and well written. Readers will discover, among other delights, a feminist utopia predating Charlotte Perkins Gilman’s Herland by a decade in Hossain’s story, “Sultana’s Dream”; a world in which the human population has retreated underground, in E. M. Forster’s “The Machine Stops”; an early entry in the Afrofuturist subgenre in Du Bois’s last-man-on-Earth tale, “The Comet”; and the first appearance of Jones’s cryopreserved Professor Jameson, who despairs at Earth’s wreckage but perseveres—in a metal body—to appear in thirty-odd more stories.
"UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED ("It's a book! It's a guide! It's a way of life!" --Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations--games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today's high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world.The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise -- to be followed by UNBORED Adventure -- in a new handy flexibound format, illustrated in full color throughout. Soon, there will be a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline"--