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goodreads
A Human Eye: Essays on Art in Society, 1996-2008
The Legend of Sigurd & Gudrún
Stuff: Compulsive Hoarding and the Meaning of Things
Crazy Like Us: The Globalization of the American Psyche
The Men Who Would Be King: An Almost Epic Tale of Moguls, Movies, and a Company Called DreamWorks
Extra Lives: Why Video Games Matter
Still Life: Adventures in Taxidermy
Vanishing Point: Not a Memoir
The Routes of Man: How Roads Are Changing the World, and the Way We Live Today
The Four Fingers of Death
The Facebook Effect: The Inside Story of the Company That Is Connecting the World
The Passage
Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms


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    Synopsis

    Fantasy Freaks and Gaming Geeks:
    An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms

    by Ethan Gilsdorf
    The Lyons Press
    320 pp / Social Science/Popular Culture  / 25 b&w photos

    Hardcover: ISBN 978-1-59921-480-1 | Retail $24.95

    Paperback: ISBN 978-1-59921-994-3 | Retail $14.95

    >Buy the book here

    >For more info, photos, go to the Press Room

    SYNOPSIS:

     

    Come commune with your inner fantasy fan or gaming geek with Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. The award-winning, travel memoir-pop culture investigation is a funny, poignant, and enlightening road trip through fantasy and gaming subcultures, from Dungeons & Dragons gamers and live-action role-players, to Harry Potter wizard rockers and World of Warcraft players. It also explores Gilsdorf's own lifelong (and at times twisted) relationship to fantasy and gaming. 
    Praised by wired.com, the Boston Globe, the Huffington Post, The Onion A.V. Club and NPR; authors and thinkers such as Andrei Codrescu, R.A. Salvatore, Henry Jenkins and AJ Jacobs; Realms of Fantasy magazine and Wizards of the Coast (the company behind Dungeons & Dragons), Fantasy Freaks and Gaming Geeks was also named a "Must-Read" book by the Massachusetts Book Awards.
    Role-playing games like Dungeons & Dragons, online games like World of Warcraft, Harry Potter and Lord of the Rings are all popular, topical but often misunderstood.  On a pop culture-infused quest that begins in his own geeky teenage past and ends in our online gaming future, former D&D addict Gilsdorf crisscrosses America, the world, and other worlds—from Boston to Wisconsin, France to New Zealand, and Planet Earth to Middle-earth to the realm of Aggramar. In search of answers, he asks game-players and fantasy fans—old, young, male, female, able-bodied and disabled—what attracts them to fantasy worlds, and for what reasons. 

    FURTHER VERBIAGE ON THE BOOK:

     

    Fantasy. Science fiction. Role-playing games.

    Tens of millions of people around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect Lord of the Rings action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) alone has lured twelve million users worldwide. Even old-school, "pencil-and-paper" role-playing games such as Dungeons & Dragons (D&D) are still wildly popular.

    Who are these gamers and fantasy fans? What explains the irresistible appeal of such "escapist" adventures? And what could one man find if he embarked on a journey through fantasy world after fantasy world?

    In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to Wisconsin, France to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He questions Tolkien scholars and medievalists. He speaks to grown men who build hobbit holes and speak Elvish, and to grown women who play massively multiplayer online games late into the night. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit far-away magical lands. Gilsdorf records what lures them—old, young, male, female, able-bodied and disabled—into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between.

    Delving  deeper and deeper into geekdom, our noble hero plays WoW for weeks on end. He travels to pilgrimage sites: Tolkien’s hometown, movie locations, castles, and archives. He hangs out with Harry Potter tribute bands. At a LARP, he dresses as a pacifist monk for a weekend. He goes to fan conventions and gaming tournaments. He battles online goblins, trolls, and sorcerers. He camps with medieval reenactors—12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.