Search results for ""Author Simon Parkin""
Scribner Book Company The Forbidden Garden
£20.68
Hodder & Stoughton The Island of Extraordinary Captives: A True Story of an Artist, a Spy and a Wartime Scandal
'Extraordinary yet previously untold true story . . . meticulously researched . . . it's also taut, compelling, and impossible to put down' Daily Express The police came for Peter Fleischmann in the early hours. It reminded the teenager of the Gestapo's moonlit roundups he had narrowly avoided at home in Berlin. Now, having endured a perilous journey to reach England - hiding from the rampaging Nazi thugs at his orphanage, boarding a Kindertransport to safety - here the aspiring artist was, on a ship bound for the Isle of Man, suspected of being a Nazi spy. What had gone wrong?In May 1940, faced with a country gripped by paranoia, Prime Minister Winston Churchill ordered the internment of all German and Austrian citizens living in Britain. Most, like Peter, were refugees who had come to the country to escape Nazi oppression. They were now imprisoned by the very country in which they had staked their trust. Painstakingly researched from dozens of unpublished first-hand accounts and previously classified documents, The Island of Extraordinary Captives tells, for the first time, the story of history's most astonishing internment camp and of how a group of world-renown artists, musicians and academics came to be seen as 'enemy aliens'. The Island of Extraordinary Captives is the story of a battle between fear and compassion at a time of national crisis. It reveals how Britain's treatment of refugees during the Second World War led to one of the nation's most shameful missteps, and how hope and creativity can flourish in even the most challenging circumstances.
£20.00
Hodder & Stoughton The Island of Extraordinary Captives: A True Story of an Artist, a Spy and a Wartime Scandal
WINNER OF THE WINGATE PRIZE'Vivid and moving' Max Hastings, Sunday Times'Excellent . . . a powerful tribute' GuardianIn the summer of 1940, faced with national paranoia, Prime Minister Winston Churchill ordered the internment of all German, Austrian and Italian citizens living in Britain. Most were refugees who had fled Nazi oppression. They now faced imprisonment by the country in which they had staked their trust. Among the inmates of Hutchinson Internment Camp, on the Isle of Man, were world-renowned artists, musicians and intellectuals: despite their unjust captivity, they remained resilient, transforming their prison into an artistic and academic community. Meticulously researched and grippingly recounted, The Island of Extraordinary Captives tells the story of history's most remarkable group of prisoners - and how they found hope even in the most challenging of circumstances.'Riveting . . . an account of cinematic vividness' New York Times Book Review'Eye-opening, insightful and brilliantly written' Daily Mirror
£12.99
Scribner Book Company The Island of Extraordinary Captives: A Painter, a Poet, an Heiress, and a Spy in a World War II British Internment Camp
£23.89
Aufbau Verlage GmbH Die Insel der außergewöhnlichen Gefangenen
£27.00
Simon & Schuster The Island of Extraordinary Captives: A Painter, a Poet, an Heiress, and a Spy in a World War II British Internment Camp
£16.74
Anness Publishing Illustrated History of 151 Videogames
More than any other entertainment medium, video games offer the chance for us to participate in a world beyond the ordinary. Whether you are playing as a supersonic hedgehog, an athletic archeologist, or a moustachioed Italian plumber, video games allow their players to inhabit spaces where the usual parameters of existence do not apply. The medium's history is chronicled through the individual stories of 151 of the most iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. The story of each game is accompanied by trivia and quotations, and illustrated with photographs, screenshots and artwork. This celebratory reference, and up-to-date history, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompanied . by fascinating trivia, memorable quotes, and information on the year of publication and where the game can be played today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, from Computer Space to Fortnite - Compulsively illustrated with over 1000 action screenshots, game artworks and photographs
£14.99
Back Bay Books A Game of Birds and Wolves: The Ingenious Young Women Whose Secret Board Game Helped Win World War II
£15.90
Hodder & Stoughton A Game of Birds and Wolves: The Secret Game that Revolutionised the War
'Compelling' Sunday Times'A triumph' Daily Mirror'Gripping' Jonathan Dimbleby1941. The Battle of the Atlantic is a disaster. Thousands of supply ships ferrying vital food and fuel from North America to Britain are being torpedoed by German U-boats. Britain is only weeks away from starvation - and with that, crushing defeat.In the first week of 1942 a group of unlikely heroes - a retired naval captain and a clutch of brilliant young women - gather to form a secret strategy unit. On the top floor of a bomb-bruised HQ in Liverpool, the Western Approaches Tactical Unit spends days and nights designing and playing wargames in an effort to crack the U-boat tactics. As the U-boat wolfpacks continue to prey upon the supply ships, the Wrens race against time to save Britain.With novelistic flair, investigative journalist Simon Parkin shines a light on Operation Raspberry and these unsung heroines in this riveting true story of war at sea. 'History writing at its best' Booklist 'Splendid . . . Simon Parkin's book rips along at full sail and is full of personality and personalities' Sunday Express 'Vivid, engaging' New Yorker
£10.99
Thames and Hudson Ltd Sega Dreamcast Collected Works
Simon Parkin is a British writer and journalist. He is contributing writer for the New Yorker, a regular contributor to the Guardian's Long Read, and game critic for The Observer newspaper. His second book, A Game of Birds and Wolves, a work of narrative non-fiction set during the Second World War, was published by Sceptre in November 2019.
£31.50
Springer International Publishing AG Socio-Technical Aspects in Security: 11th International Workshop, STAST 2021, Virtual Event, October 8, 2021, Revised Selected Papers
This book constitutes revised selected papers from the refereed conference proceedings of the 11th International Workshop on Socio-Technical Aspects in Security and Trust, STAST 2021, held in conjunction with ESORICS, the European Symposium on Research in Computer Security, as a virtual event, in October 2021. The 10 full papers included in this book were carefully reviewed and selected from 25 submissions. They were organized in topical sections as follows: web and apps; context and modelling; and from the present to the future.
£54.99
Phaidon Press Game Changers, La Revolución de Los Videojuegos: (Game Changers: The Video Game Revolution) (Spanish Edition)
£46.11
Phaidon Press Ltd Game Changers: The Video Game Revolution
'A fitting tribute to gaming’s Hall of Fame.' – Esquire As seen in Vanity Fair, Axios Gaming, Esquire, and Polygon An A to Z of video games – 300 entries showcasing the most influential and celebrated games, consoles, publishers, and more A visual history of all things video games, this book will provide the reader with an overview of the gaming industry, from the very first game created around the mid-twentieth century, right through to the present day. Particular focus is given to advances within the industry during this time, such as new technologies, innovative gameplay, never-before-seen graphics, and design. An introduction by Simon Parkin provides an overview of gaming history, and exploring how iconic games have pushed the boundaries of the medium and 300 entries, hand picked by a panel of industry experts, showcase the most influential and celebrated games, consoles, publishers, and more. Each entry is accompanied by text informing the reader about the game and its history, its place in wider popular culture, and including useful information and facts, with exciting and sometimes unexpected pairings provided by the A to Z organisation. A glossary of key words and select biographies of influential creators and developers provides more context and a system of icons and infographics allows readers to see the connections between the book’s 300 entries. Wider gaming culture, and how it has grown from a niche hobby to a worldwide phenomenon, influencing popular culture, is also explored, making this the widest ranging survey of games and gaming available today.
£35.96