Download or read book How Apex Legends Became A Global Video Game Phenomenon How Apex Legends Changed People s Lives And How To Earn Revenue As An Apex Legends Player written by Dr. Harrison Sachs and published by The Epic Books Of Dr. Harrison Sachs. This book was released on 2023-11-15 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt: This essay sheds light on how Apex Legends became a global video game phenomenon, explicate how Apex Legends changed people’s lives, and expounds upon how to earn revenue as an Apex Legends player. Apex Legends was able to achieve the stupendous feat of becoming a global video game phenomenon during its incipience. There are a multitude of reasons as to why Apex Legends was able to become global video game phenomenon during its genesis as one of the utmost popular battle royale video games of all time as of November of 2023. Apex Legends is also one of the utmost popular video games for gamers to watch live stream broadcasts of as of November of 2023. Apex Legend's extreme popularity among gamers is not solely attributed to Apex Legends launching as a free-to-play battle royale video game. Apex Legends is far more than a conventional battle royale video game. Apex Legends has offered a myriad of limited-time game modes. Some of the surfeit of limited-time game modes that were available in Apex Legends for a finite duration encompass “airdrop escalation, always be closing, auto banners, battle armor, flashpoint, second chance, shadow royale, shield regen, third-person mode, ultra zones, and winter express”. Apex Legends is not limited to just offering battle royale game modes. Some of the other game modes in Apex Legends encompass “team deathmatch and control”. Apex Legends’ vast variety of game modes has rendered Apex Legends all the more appealing to gamers than it otherwise would be if it had scant game modes. Gameplay sessions in Apex Legends can appeal to gamers who have eclectic video game interests since Apex Legends is replete with game modes that can allow gamers to bask in different types of gameplay experiences while playing Apex Legends matches as a heroic legend. A person should only play Apex Legends matches as a heroic legend. Apex Legends is one of the utmost popular video games for gamers to watch live stream broadcasts of as of November of 2023. Even though Apex Legends has discontinued offering certain game modes in 2023, such as by discontinuing hardcore royale and arenas as of February of 2023, Apex Legends still has far more games modes than most battle royale video games as of November of 2023. Apex Legends has an exorbitant amount of legends that players can utilize in Apex Legends matches. There are five different types of legends that players can utilize in Apex Legends matches. The different types of legends that players can utilize in Apex Legends matches encompass “skirmisher legends, recon legends, support legends, assault legends, and controller legends”. In addition to having one of five roles, legends in Apex Legends have three abilities which encompass a passive ability, a tactical ability, and an ultimate ability. Players are able to select legends to leverage in Apex Legends matches who have abilities that are aligned with their preferred playstyle. Apex Legends has over twenty-four legends as of November of 2023 who players can leverage in Apex Legends matches. Apex Legends’ surfeit of legends has rendered it Apex Legends all the more appealing to gamers than it otherwise would be if it had an infinitesimal amount of legends. As of November of 2023, Apex Legends has gained significant traction as one of the utmost popular free-to-play battle royale video game of all time. Live stream broadcasts of Apex Legends matches have accrued substantial concurrent views. Apex Legends became massively popular as a video game to watch live stream broadcasts of during its genesis. Ninja was commissioned by Electronic Arts to produce a live stream broadcast of his Apex Legends gameplay session on its release date. Ninja was furnished with an estimated payment of $1,000,000 from Electronic Arts for producing a live stream broadcast of his Apex Legends gameplay session on February 4th of 2019 that would coincide with the release date of the video game. “Electronic Arts partnered with streamers from all over the world to help spread the word” of Apex Legends’ release. It is estimated that within “the first eight hours” of Apex Legends being released in the market, Apex Legends had obtained a registered player base of over 1,000,000 players and it is also estimated that within “the thirty days” of Apex Legends being released in the market, Apex Legends had obtained a registered player base of over 45,000,000 players which was accomplished in a fraction of the time that it took Fortnite to obtain a registered player base of over 45,000,000 players.
Download or read book How Fortnite Became A Global Video Game Phenomenon How Fortnite Changed People s Lives And How To Earn Revenue As A Fortnite Player written by Dr. Harrison Sachs and published by The Epic Books Of Dr. Harrison Sachs. This book was released on 2019-06-12 with total page 35 pages. Available in PDF, EPUB and Kindle. Book excerpt: This essay sheds light on how Fortnite became a global video game phenomenon, explicate how Fortnite changed people’s lives, and expounds upon how to earn revenue as a Fortnite player. Fortnite was able to achieve the stupendous feat of becoming a global video game phenomenon during its incipience. There are a multitude of reasons as to why Fortnite was able to become global video game phenomenon during its genesis as one of the utmost popular video games of all time as of November of 2023. Fortnite’s extreme popularity among gamers is not solely attributed to Fortnite launching as a free-to-play battle royale video game. Fortnite is far more than a conventional battle royale video game. Fortnite has three unique game modes and is one of the utmost popular video games for gamers to watch live stream broadcasts of as of November of 2023. Fortnite not only offers Battle Royale modes, but also offers a sandbox game mode that is called Fortnite Creative. Furthermore, Fortnite also offer a “player versus environment cooperative game mode” that is called “Fortnite: Save The World”. As of November of 2023, Fortnite has gained significant traction as the utmost popular free-to-play battle royale video game of all time. Live stream broadcasts of Fortnite battle royale matches have accrued substantial concurrent views. Fortnite became all the more popular as a video game to watch live stream broadcasts of shortly after “Drake the rapper joined one of Twitch's most popular gaming streamers, Ninja, for a Fortnite game. The stream set an all-time record for highest number of concurrent views” (Lorenz, 2018). “Fortnite holds the record for the most videos related to a video game uploaded in a single month to YouTube. Fortnite even set a record for biggest single live gaming stream on YouTube with more than 1,100,000 live viewers” (Lorenz, 2018). An exorbitant amount of Fortnite gameplay videos on YouTube have been able to summarily build substantial traction and swiftly attained viral video status. The appeal of Fortnite among gamers can be partially attributed to the popularity of live stream broadcasts of battle royale video games. Epic Games was able to develop an exhilarating battle royale video game that furnishes live streamers with a frictionless live stream broadcasting experience not only because Fortnite is easily accessible to live streamers due to it being a free-to-play battle royale video game, but also because Fortnite has customizable graphics quality settings and is also able to provide substantial downtime to live streamers during their live stream broadcast sessions of Fortnite battle royale matches. Downtime during live stream broadcast sessions of Fortnite battle royale matches transpires when the live streamer is not in the fray of combat when partaking in Fortnite battle royale matches which furnishes him with ample time to be able to communicate with the viewers of his live stream broadcasts during his live stream broadcast sessions. Live streamers should aim to be engaging during their live stream broadcast sessions by frequently confabulating with their viewers during their live stream broadcast sessions since neglecting to communicate with their viewers during their live stream broadcast sessions can adversely impact their concurrent viewership levels on their live stream broadcast sessions. Having low concurrent viewership levels on their live stream broadcast sessions can undermine a live streamer’s earning potential if it results in him forgoing generating additional potential advertisement revenue, forgoing generating additional potential subscription revenue, and forgoing generating additional potential donation revenue. Live streamers are able to interact with their viewers amid their live stream broadcast sessions as they are roaming around the spacious battle royale island map in Fortnite battle royale matches. The capacious battle royale island map in Fortnite battle royale matches is devoid of non-playable characters and is mostly desolated. Epic Games, the publisher and developer of Fortnite, has played a pivotal role in contributing to the surge of popularity in the battle royale video game subgenre via the seamless integration of the battle royale game modes in Fortnite. Epic Games has also integrated elements of a survival video game into the battle royale game modes in Fortnite. In the battle royale game modes in Fortnite, players need to cope with having access to an infinitesimal amount of resources on the spacious battle royale island map in Fortnite battle royale matches while they are attempting to survive the Fortnite battle royale matches.
Download or read book A Newborn Business written by Zoltan Andrejkovics and published by Zoltan Andrejkovics. This book was released on 2018-10-05 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
Download or read book Cultivating Copyright written by Bhamati Viswanathan and published by Routledge. This book was released on 2019-06-27 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creators and creative industries are struggling to navigate the digital age. Intellectual property rights, including copyrights, trademarks, and patents, offer invaluable tools to help creative industries remain viable and sustainable. But to be fully effective, they must be considered as part of a greater ecosystem. Cultivating Copyright offers a framework for tailoring flexible strategies and adaptive solutions suited to diverse creative industries. Tailored solutions entail change on four fronts: business models and strategies, legal policies and practices, technological measures, and cultural and normative features. Creating strong creative industries through tailored solutions serves critical functions: promoting richly varied artistic endeavors and supporting democratic flourishing.
Download or read book Ninja The Most Dangerous Game written by Tyler "Ninja" Blevins and published by Ten Speed Graphic. This book was released on 2019-12-03 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: The game is real. The stakes are life and death. It’s on gaming superstar Ninja to save the world in this original graphic novel series! A mysterious video game controller teleports Tyler “Ninja” Blevins and other players into a real battle-royale game world. Ninja quickly learns that a power-hungry villain plans to add Earth to his collection of conquered realms. Before doing so, he will force Ninja and the other gamers to fight until only one remains. But he didn’t count on Ninja fighting back and inspiring others to do the same. Ninja, his trusty sentient headband “HB,” and a ragtag team of rebels rise up and take a stand. They’re not just trying to win a game anymore, they’re ready to start a revolution.
Download or read book Ninja Get Good written by Tyler "Ninja" Blevins and published by National Geographic Books. This book was released on 2019-08-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
Download or read book 100 Unofficial Fortnite Essential Guide written by becker&mayer! and published by becker&mayer! kids. This book was released on 2019-02-12 with total page 67 pages. Available in PDF, EPUB and Kindle. Book excerpt: Enter the world of Fortnite: Battle Royale, the all-action, free-to-play, gaming phenomenon! Whether you're a total noob or an experienced player, the 100% Unofficial Fortnite Essential Guide will teach you everything you need to know, from gameplay basics and must-know building techniques to advanced tips and tricks. The vibrant graphics and in-depth instruction of this comprehensive guide bring the world of Fortnite to vivid life. Gain a competitive edge with these techniques, tips and tricks, maps, building instructions, weapon specifications, and more. Ready for your first game? First, choose which gaming platform suits you best and whether to go into battle alone, team up with a partner, or join a squad. Familiarize yourself with the controls, then get the key information you’ll need to jump right into battle. Pick the right drop zone to nail your landing strategy using a map of the game’s mysterious island with details on each named location, including where to find loot and advice on tricky-to-navigate areas. After an overview of game screen essentials to navigate and keep an eye on your friends and foes, you’ll find a detailed guide to looting. You’ll learn how to harvest materials for building, taking cover, and gain battle-winning vantage points and the strengths and weaknesses of each type. Find where and how to loot weapons, ammo, traps, and healing consumables for maintaining your survival. Become an all-knowing weapons expert with the advice on choosing and using weapons, including a guide to available pistols, sub-machine guns, light machine guns, assault rifles, shotguns, sniper rifles, grenades, and launchers. To master the game, you’ll need to learn how to build. Here, you’ll learn how to build all types of walls, ramps, floors, and roofs, plus advanced tips for developing your building skills. An overview of movement fundamentals provides tips on how to lurk, creep, check your surroundings, and avoid being shot. Finally, put everything you’ve learned together with a review of combat strategies and scenarios. At the back, a list of vital dos and don’ts provides an overview of the key takeaways, and a safety tips page provides guidance for parents and younger fans. So fire up your PC, Mac, Xbox, PS4, Nintendo Switch, or iOS device, lock 'n' load and prepare for battle...
Download or read book The Book of Esports written by William Collis and published by Rosetta Books. This book was released on 2020-08-04 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.
Download or read book Videogame Sciences and Arts written by Nelson Zagalo and published by Springer Nature. This book was released on 2019-12-26 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Download or read book Assetization written by Kean Birch and published by MIT Press. This book was released on 2020-07-14 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the asset—anything that can be controlled, traded, and capitalized as a revenue stream—has become the primary basis of technoscientific capitalism. In this book, scholars from a range of disciplines argue that the asset—meaning anything that can be controlled, traded, and capitalized as a revenue stream—has become the primary basis of technoscientific capitalism. An asset can be an object or an experience, a sum of money or a life form, a patent or a bodily function. A process of assetization prevails, imposing investment and return as the key rationale, and overtaking commodification and its speculative logic. Although assets can be bought and sold, the point is to get a durable economic rent from them rather than make a killing on the market. Assetization examines how assets are constructed and how a variety of things can be turned into assets, analyzing the interests, activities, skills, organizations, and relations entangled in this process. The contributors consider the assetization of knowledge, including patents, personal data, and biomedical innovation; of infrastructure, including railways and energy; of nature, including mineral deposits, agricultural seeds, and “natural capital”; and of publics, including such public goods as higher education and “monetizable social ills.” Taken together, the chapters show the usefulness of assetization as an analytical tool and as an element in the critique of capitalism. Contributors Thomas Beauvisage, Kean Birch, Veit Braun, Natalia Buier, Béatrice Cointe, Paul Robert Gilbert, Hyo Yoon Kang, Les Levidow, Kevin Mellet, Sveta Milyaeva, Fabian Muniesa, Alain Nadaï, Daniel Neyland, Victor Roy, James W. Williams
Download or read book User Centric Studies in Game Translation and Accessibility written by Mikołaj Deckert and published by Taylor & Francis. This book was released on 2024-11-05 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.
Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Download or read book The Uninhabitable Earth written by David Wallace-Wells and published by Crown. This book was released on 2019-02-19 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BESTSELLER • “The Uninhabitable Earth hits you like a comet, with an overflow of insanely lyrical prose about our pending Armageddon.”—Andrew Solomon, author of The Noonday Demon NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The New Yorker • The New York Times Book Review • Time • NPR • The Economist • The Paris Review • Toronto Star • GQ • The Times Literary Supplement • The New York Public Library • Kirkus Reviews It is worse, much worse, than you think. If your anxiety about global warming is dominated by fears of sea-level rise, you are barely scratching the surface of what terrors are possible—food shortages, refugee emergencies, climate wars and economic devastation. An “epoch-defining book” (The Guardian) and “this generation’s Silent Spring” (The Washington Post), The Uninhabitable Earth is both a travelogue of the near future and a meditation on how that future will look to those living through it—the ways that warming promises to transform global politics, the meaning of technology and nature in the modern world, the sustainability of capitalism and the trajectory of human progress. The Uninhabitable Earth is also an impassioned call to action. For just as the world was brought to the brink of catastrophe within the span of a lifetime, the responsibility to avoid it now belongs to a single generation—today’s. LONGLISTED FOR THE PEN/E.O. WILSON LITERARY SCIENCE WRITING AWARD “The Uninhabitable Earth is the most terrifying book I have ever read. Its subject is climate change, and its method is scientific, but its mode is Old Testament. The book is a meticulously documented, white-knuckled tour through the cascading catastrophes that will soon engulf our warming planet.”—Farhad Manjoo, The New York Times “Riveting. . . . Some readers will find Mr. Wallace-Wells’s outline of possible futures alarmist. He is indeed alarmed. You should be, too.”—The Economist “Potent and evocative. . . . Wallace-Wells has resolved to offer something other than the standard narrative of climate change. . . . He avoids the ‘eerily banal language of climatology’ in favor of lush, rolling prose.”—Jennifer Szalai, The New York Times “The book has potential to be this generation’s Silent Spring.”—The Washington Post “The Uninhabitable Earth, which has become a best seller, taps into the underlying emotion of the day: fear. . . . I encourage people to read this book.”—Alan Weisman, The New York Review of Books
Download or read book Pathways and Opportunities Into the Business of ESports written by Sharon Andrews and published by . This book was released on 2021 with total page 740 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains areas of specialization that intersect and align with eSports and why these are appropriate fields of specialization around eSports, how the fields are developing within the realm of eSports, and what research has already occurred (as well as what research opportunities and needs exist) as current gaps in practice, as well as future-leaning considerations"--
Download or read book Concepts Technologies Challenges and the Future of Web 3 written by Lekhi, Pooja and published by IGI Global. This book was released on 2023-08-29 with total page 628 pages. Available in PDF, EPUB and Kindle. Book excerpt: Web3 is a term which refers to the third generation of the World Wide Web; it is a decentralized internet architecture that uses blockchain technology, smart contracts, and other decentralized technologies to create a more secure and transparent internet.Concepts, Technologies, Challenges, and the Future of Web 3 is led by researchers with a valuable mix of industry and academic experience. The book delves into the concepts of decentralization, trustlessness, and interoperability and explores the challenges of Web3, including scalability, security, and regulatory compliance. It examines the current and potential future use cases of Web3, such as decentralized finance, supply chain management, identity verification, and decentralized social networks. “The core building blocks of Web3” is not just for researchers, academics, and students in computer science and related fields but also for developers, entrepreneurs, and businesses looking to build applications and services in the Web3 space. It offers a clear understanding of the technical and conceptual frameworks underpinning Web3 and the challenges and opportunities in the decentralized web. Moreover, the book is valuable for policymakers, regulators, and legal professionals interested in understanding the regulatory frameworks and legal implications of Web3. It provides insights into the potential impact of Web3 on governance, regulation, and law, highlighting the need for new policy frameworks to address the challenges and opportunities presented by the decentralized web.
Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Download or read book Ringworld s Children written by Larry Niven and published by Macmillan. This book was released on 2007-04-01 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to a world like no other. The Ringworld: a landmark engineering achievement, a flat band 3 million times the surface area of Earth, encircling a distant star. Home to trillions of inhabitants, not all of which are human, and host to amazing technological wonders, the Ringworld is unique in all of the universe. Explorere Louis Wu, an Earth-born human who was part of the first expedition to Ringworld, becomes enmeshed in interplanetary and interspecies intrigue as war, and a powerful new weapon, threaten to tear the Ringworld apart forever. Now, the future of Ringworld lies in the actions of its children: Tunesmith, the Ghould protector; Acolyte, the exiled son of Speaker-to-Animals, and Wembleth, a strange Ringworld native with a mysterious past. All must play a dangerous in order to save Ringworld's population, and the stability of Ringworld itself. Blending awe-inspiring science with non-stop action and fun, Ringworld's Children, the fourth installment of the multiple award-winning saga, is the perfect introduction for readers new to this New York Times bestselling series, and long-time fans of Larry Niven's Ringworld. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.