The New York Times bestselling author of Neuromancer and Agency presents a fast-paced sci-fi thriller that takes a terrifying look into the future... Flynne Fisher lives down a country road, in a rural America where jobs are scarce, unless you count illegal drug manufacture, which she’s trying to avoid. Her brother Burton lives on money from the Veterans Administration, for neurological damage suffered in the Marines’ elite Haptic Recon unit. Flynne earns what she can by assembling product at the local 3D printshop. She made more as a combat scout in an online game, playing for a rich man, but she’s had to let the shooter games go. Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things are pretty good now, for the haves, and there aren’t many have-nots left. Wilf, a high-powered publicist and celebrity-minder, fancies himself a romantic misfit, in a society where reaching into the past is just another hobby. Burton’s been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. He’s got Flynne taking over shifts, promised her the game’s not a shooter. Still, the crime she witnesses there is plenty bad. Flynne and Wilf are about to meet one another. Her world will be altered utterly, irrevocably, and Wilf’s, for all its decadence and power, will learn that some of these third-world types from the past can be badass.
Flynne Fisher lives in rural near-future America where jobs are scarce and veterans from the wars are finding it hard to recover. She scrapes a living doing some freelance online game-playing, participating in some pretty weird stuff. Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things though are good for the haves, and there aren't many have-nots left. Flynne and Wilf are about to meet one another. Her world will be altered utterly, and Wilf's, for all its decadence and power, will learn that some of these third-world types from the distant past can be real badass.
AN INSTANT NEW YORK TIMES BESTSELLER “ONE OF THE MOST VISIONARY, ORIGINAL, AND QUIETLY INFLUENTIAL WRITERS CURRENTLY WORKING”* returns with a sharply imagined follow-up to the New York Times bestselling The Peripheral. William Gibson has trained his eye on the future for decades, ever since coining the term “cyberspace” and then popularizing it in his classic speculative novel Neuromancer in the early 1980s. Cory Doctorow raved that The Peripheral is “spectacular, a piece of trenchant, far-future speculation that features all the eyeball kicks of Neuromancer.” Now Gibson is back with Agency—a science fiction thriller heavily influenced by our most current events. Verity Jane, gifted app whisperer, takes a job as the beta tester for a new product: a digital assistant, accessed through a pair of ordinary-looking glasses. “Eunice,” the disarmingly human AI in the glasses, manifests a face, a fragmentary past, and a canny grasp of combat strategy. Realizing that her cryptic new employers don’t yet know how powerful and valuable Eunice is, Verity instinctively decides that it’s best they don’t. Meanwhile, a century ahead in London, in a different time line entirely, Wilf Netherton works amid plutocrats and plunderers, survivors of the slow and steady apocalypse known as the jackpot. His boss, the enigmatic Ainsley Lowbeer, can look into alternate pasts and nudge their ultimate directions. Verity and Eunice are her current project. Wilf can see what Verity and Eunice can’t: their own version of the jackpot, just around the corner, and the roles they both may play in it. *The Boston Globe
The Peripheral Mind is the first monograph to discuss the philosophical relevance of the Peripheral Nervous System. It combines conceptual analysis, discussion of neuroscientific data, philosophical speculation, and first-person phenomenological accounts to solve a wide range of extant problems in the philosophy of mind.
This book critically examines how rugby union has developed in recent years, in nations on the periphery of the sport. Focusing on people and places on the fringes, it examines contemporary issues and challenges within the global game. Such a collection is timely, as the sport’s governing body seeks to expand influence and participation beyond the eight core nations, with the 2019 Rugby World Cup in Japan being the first time that that tournament has taken place outside of the core. Presenting case studies from Europe, Africa, North and South America, Asia and the Middle East, this collection offers an interdisciplinary account of a sport that is undergoing a period of significant change. Through examination of topics such as the development of rugby sevens and the growth of women’s rugby, it considers what the future may hold for the sport. Rugby in Global Perspective is important reading for students of sport in society, the globalisation of sport, sports studies, sport development and associated fields. It is also a valuable resource for academic researchers working in rugby union or sport in the peripheral rugby nations, as well as those with an interest in cultural geography, sociology, development studies, events studies, event management and sport management.