Friday, June 19, 2009

The Angel's Game


The Angel's Game
Book Description
From master storyteller Carlos Ruiz Zafón, author of the international phenomenon The Shadow of the Wind, comes The Angel’s Game--a dazzling new page-turner about the perilous nature of obsession, in literature and in love.

“The whole of Barcelona stretched out at my feet and I wanted to believe that, when I opened those windows, its streets would whisper stories to me, secrets I could capture on paper and narrate to whomever cared to listen...”

In an abandoned mansion at the heart of Barcelona, a young man, David Martín, makes his living by writing sensationalist novels under a pseudonym. The survivor of a troubled childhood, he has taken refuge in the world of books and spends his nights spinning baroque tales about the city’s underworld. But perhaps his dark imaginings are not as strange as they seem, for in a locked room deep within the house lie photographs and letters hinting at the mysterious death of the previous owner.

Like a slow poison, the history of the place seeps into his bones as he struggles with an impossible love. Close to despair, David receives a letter from a reclusive French editor, Andreas Corelli, who makes him the offer of a lifetime. He is to write a book unlike anything that has ever existed--a book with the power to change hearts and minds. In return, he will receive a fortune, and perhaps more. But as David begins the work, he realizes that there is a connection between his haunting book and the shadows that surround his home.

Once again, Zafón takes us into a dark, gothic universe first seen in The Shadow of the Wind and creates a breathtaking adventure of intrigue, romance, and tragedy. Through a dizzingly constructed labyrinth of secrets, the magic of books, passion, and friendship blend into a masterful story.


Carlos Ruiz Zafón on The Angel's Game

Years ago, when I began working on my fifth novel, The Shadow of the Wind, I started toying around with the idea of creating a fictional universe that would be articulated through four interconnected stories in which we would meet some of the same characters at different times in their lives, and see them from different perspectives where many plots and subplots would tie around in knots for the reader to untie. It sounds somewhat pretentious, but my idea was to add a twist to the story and provide the reader with what I hoped would be a stimulating and playful reading experience. Since these books were, in part, about the world of literature, books, reading and language, I thought it would be interesting to use the different novels to explore those themes through different angles and to add new layers to the meaning of the stories.

At first I thought this could be done in one book, but soon I realized it would make Shadow of the Wind a monster novel, and in many ways, destroy the structure I was trying to design for it. I realized I would have to write four different novels. They would be stand-alone stories that could be read in any order. I saw them as a Chinese box of stories with four doors of entry, a labyrinth of fictions that could be explored in many directions, entirely or in parts, and that could provide the reader with an additional layer of enjoyment and play. These novels would have a central axis, the idea of the Cemetery of Forgotten Books, set against the backdrop of a highly stylized, gothic and mysterious Barcelona. Since each novel was going to be complex and difficult to write, I decided to take one at a time and see how the experiment evolved on its own in an organic way.

It all sounds very complicated, but it is not. At the end of the day, these are just stories that share a universe, a tone and some central themes and characters. You don’t need to care or know about any of this stuff to enjoy them. One of the fun things about this process was it allowed me to give each book a different personality. Thus, if Shadow of the Wind is the nice, good girl in the family, The Angel’s Game would be the wicked gothic stepsister. Some readers often ask me if The Angel’s Game is a prequel or a sequel. The answer is: none of these things, and all of the above. Essentially The Angel’s Game is a new book, a stand-alone story that you can fully enjoy and understand on its own. But if you have already read The Shadow of the Wind, or you decide to read it afterwards, you’ll find new meanings and connections that I hope will enhance your experience with these characters and their adventures.

The Angel’s Game has many games inside, one of them with the reader. It is a book designed to make you step into the storytelling process and become a part of it. In other words, the wicked, gothic chick wants your blood. Beware. Maybe, without realizing, I ended up writing a monster book after all... Don’t say I didn’t warn you, courageous reader. I’ll see you on the other side. --Carlos Ruiz Zafón

(Photo © Isolde Ohlbaum)

Home Game: An Accidental Guide to Fatherhood


Home Game: An Accidental Guide to Fatherhood
A book that explores the difference between the idea of fatherhood and a man’s actual experience of it. When he became a father, Michael Lewis found himself expected to feel things that he didn’t feel, and to do things that he couldn’t see the point of doing. At first this made him feel guilty, until he realized that all around him fathers were pretending to do one thing, to feel one way, when in fact they felt and did all sorts of things, then engaged in what amounted to an extended cover-up.

Lewis decided to keep a written record of what actually happened immediately after the birth of each of his three children. This book is that record. But it is also something else: maybe the funniest, most unsparing account of ordinary daily household life ever recorded from the point of view of the man inside. The remarkable thing about this story isn’t that Lewis is so unusual. It’s that he is so typical. The only wonder is that his wife has allowed him to publish it. 3 photos.

Saturday, April 11, 2009

Favorite Game (New Canadian Library)


Favorite Game (New Canadian Library)

The Race for a New Game Machine: Creating the Chips Inside the XBox 360 and the Playstation 3


The Race for a New Game Machine: Creating the Chips Inside the XBox 360 and the Playstation 3

Friday, April 10, 2009

Shatterzone Through the Cracks: Keeping Players on Their Toes [Shatterzone-A Space Opera Roleplaying Game Campaign Supplement]


Shatterzone Through the Cracks: Keeping Players on Their Toes [Shatterzone-A Space Opera Roleplaying Game Campaign Supplement]
Through the Cracks - "It's a tense moment. Five people you thought were your friends are staring across a table at you. No one speaks while they wait for you to come up with something. If you freeze now, you'll be at their mercy. No prisoners. No second chances. You've got the hardest job in the universe... you're the gamemaster. Suddenly, you reach for the Shatterzone supplement Through the Cracks. Before anyone can speak, you say confidently, 'Okay, everyone, here's what we're gonna do...' It's good to be back in control." Through The Cracks presents you with four mini-adventures set in exciting adventuring locations, along with adventure hooks and tips to let you use these locations again and again. They're designed so that you can easily plug them into your campaign when your players wander away from your scenario.

Thursday, April 9, 2009

Forever War Game [BOX SET]


Forever War Game [BOX SET]
In the 1970s Joe Haldeman approached more than a dozen different publishers before he finally found one interested in The Forever War. The book went on to win both the Hugo and Nebula Awards, although a large chunk of the story had been cut out before it saw publication. Now Haldeman and Avon Books have released the definitive version of The Forever War, published for the first time as Haldeman originally intended. The book tells the timeless story of war, in this case a conflict between humanity and the alien Taurans. Humans first bumped heads with the Taurans when we began using collapsars to travel the stars. Although the collapsars provide nearly instantaneous travel across vast distances, the relativistic speeds associated with the process means that time passes slower for those aboard ship. For William Mandella, a physics student drafted as a soldier, that means more than 27 years will have passed between his first encounter with the Taurans and his homecoming, though he himself will have aged only a year. When Mandella finds that he can't adjust to Earth after being gone so long from home, he reenlists, only to find himself shuttled endlessly from battle to battle as the centuries pass. --Craig E. Engler

Star Wars Roleplaying Game Core Rulebook, Saga Edition


Star Wars Roleplaying Game Core Rulebook, Saga Edition
Immerse yourself in the excitement of the greatest space fantasy of all time!

This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.

Friday, March 27, 2009

Ender's Game

In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut--young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.

Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister. Back on Earth, Peter and Valentine forge an intellectual alliance and attempt to change the course of history.

This futuristic tale involves aliens, political discourse on the Internet, sophisticated computer games, and an orbiting battle station. Yet the reason it rings true for so many is that it is first and foremost a tale of humanity; a tale of a boy struggling to grow up into someone he can respect while living in an environment stripped of choices. Ender's Game is a must-read book for science fiction lovers, and a key conversion read for their friends who "don't read science fiction."

Ender's Game won both the Hugo and the Nebula the year it came out. Writer Orson Scott Card followed up this honor with the first-time feat of winning both awards again the next year for the sequel, Speaker for the Dead. --Bonnie Bouman
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Thursday, March 26, 2009

A Game of Thrones (A Song of Ice and Fire, Book 1)

Readers of epic fantasy series are: (1) patient--they are left in suspense between each volume, (2) persistent--they reread or at least review the previous book(s) when a new installment comes out, (3) strong--these 700-page doorstoppers are heavy, and (4) mentally agile--they follow a host of characters through a myriad of subplots. In A Game of Thrones, the first book of a projected six, George R.R. Martin rewards readers with a vividly real world, well-drawn characters, complex but coherent plotting, and beautifully constructed prose, which Locus called "well above the norms of the genre."

Martin's Seven Kingdoms resemble England during the Wars of the Roses, with the Stark and Lannister families standing in for the Yorks and Lancasters. The story of these two families and their struggle to control the Iron Throne dominates the foreground; in the background is a huge, ancient wall marking the northern border, beyond which barbarians, ice vampires, and direwolves menace the south as years-long winter advances. Abroad, a dragon princess lives among horse nomads and dreams of fiery reconquest.

There is much bloodshed, cruelty, and death, but A Game of Thrones is nevertheless compelling; it garnered a Nebula nomination and won the 1996 Locus Award for Best Fantasy Novel. So, on to A Clash of Kings! --Nona Vero
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The PowerScore LSAT Logic Games Bible

The PowerScore LSAT Logic Games Bible is the most comprehensive book available for the Logic Games section of the LSAT. The intent of this book is to provide you with an advanced system for attacking any game you encounter on the LSAT. This same system is covered in the live classes taught by PowerScore, and all of the methods and techniques discussed in the book have been tested in classroom situations over many years.

The book features and explains a detailed methodology for attacking the games section. All aspects of Logic Games are covered, from recognizing game types to diagramming rules to making inferences and answering questions. Entire chapters are devoted to the most advanced game techniques and to time management strategies.

Logic Games are divided into individual types, and a discussion follows that teaches you how to approach each type of Game, and drills are presented to help you apply and understand the techniques. Thereafter, real LSAT logic games are used to illustrate how the techniques apply to real tests. Using real LSAT questions is a must for high-level LSAT preparation, and twenty-one real LSAT logic games are contained in the book. Each logic game is accompanied by a detailed analysis of the game setup and related questions.

The author has over 12 years experience teaching the LSAT and has scored in the 99th percentile on a Law Services-administered test. An expert in LSAT preparation, he has overseen the preparation of thousands of students and founded two national LSAT preparation companies.

The Logic Games Bible can be supplemented by The Ultimate Set-Ups Guide, which features setups for every game in each released LSAT from 1995 to 2002. Also, both books provide access to a unique website for additional LSAT and Logic Games information, and has answers to frequently asked questions.

For more information about the renowned PowerScore LSAT Logic Games Bible, contact PowerScore at (800) 545-1750.
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Secrets of the Millionaire Mind: Mastering the Inner Game of Wealth

SECRETS OF THE MILLIONAIRE MIND reveals the missing link between wanting success and achieving it!

Have you ever wondered why some people seem to get rich easily, while others are destined for a life of financial struggle? Is the difference found in their education, intelligence, skills, timing, work habits, contacts, luck, or their choice of jobs, businesses, or investments?

The shocking answer is: None of the above!

In his groundbreaking SECRETS OF THE MILLIONAIRE MIND, T. Harv Eker states: "Give me five minutes, and I can predict your financial future for the rest of your life!" Eker does this by identifying your "money and success blueprint." We all have a personal money blueprint ingrained in our subconscious minds, and it is this blueprint, more than anything, that will determine our financial lives. You can know everything about marketing, sales, negotiations, stocks, real estate, and the world of finance, but if your money blueprint is not set for a high level of success, you will never have a lot of money -- and if somehow you do, you will most likely lose it! The good news is that now you can actually reset your money blueprint to create natural and automatic success.

SECRETS OF THE MILLIONAIRE MIND is two books in one. Part I explains how your money blueprint works. Through Eker's rare combination of street smarts, humor, and heart, you will learn how your childhood influences have shaped your financial destiny. You will also learn how to identify your own money blueprint and "revise" it to not only create success but, more important, to keep and continually grow it.

In Part II you will be introduced to seventeen "Wealth Files," which describe exactly how rich people think and act differently than most poor and middle-class people. Each Wealth File includes action steps for you to practice in the real world in order to dramatically increase your income and accumulate wealth.

If you are not doing as well financially as you would like, you will have to change your money blueprint. Unfortunately your current money blueprint will tend to stay with you for the rest of your life, unless you identify and revise it, and that's exactly what you will do with the help of this extraordinary book. According to T. Harv Eker, it's simple. If you think like rich people think and do what rich people do, chances are you'll get rich too!
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Wednesday, March 25, 2009

Moneyball: The Art of Winning an Unfair Game

Billy Beane, general manager of MLB's Oakland A's and protagonist of Michael Lewis's Moneyball, had a problem: how to win in the Major Leagues with a budget that's smaller than that of nearly every other team. Conventional wisdom long held that big name, highly athletic hitters and young pitchers with rocket arms were the ticket to success. But Beane and his staff, buoyed by massive amounts of carefully interpreted statistical data, believed that wins could be had by more affordable methods such as hitters with high on-base percentage and pitchers who get lots of ground outs. Given this information and a tight budget, Beane defied tradition and his own scouting department to build winning teams of young affordable players and inexpensive castoff veterans.

Lewis was in the room with the A's top management as they spent the summer of 2002 adding and subtracting players and he provides outstanding play-by-play. In the June player draft, Beane acquired nearly every prospect he coveted (few of whom were coveted by other teams) and at the July trading deadline he engaged in a tense battle of nerves to acquire a lefty reliever. Besides being one of the most insider accounts ever written about baseball, Moneyball is populated with fascinating characters. We meet Jeremy Brown, an overweight college catcher who most teams project to be a 15th round draft pick (Beane takes him in the first). Sidearm pitcher Chad Bradford is plucked from the White Sox triple-A club to be a key set-up man and catcher Scott Hatteberg is rebuilt as a first baseman. But the most interesting character is Beane himself. A speedy athletic can't-miss prospect who somehow missed, Beane reinvents himself as a front-office guru, relying on players completely unlike, say, Billy Beane. Lewis, one of the top nonfiction writers of his era (Liar's Poker, The New New Thing), offers highly accessible explanations of baseball stats and his roadmap of Beane's economic approach makes Moneyball an appealing reading experience for business people and sports fans alike. --John Moe
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Rules of the Game


Neil Strauss, the New York Times bestselling author of The Game, presents Rules of the Game:

I. The Stylelife Challenge
Master the Game in 30 Days

II. The Style Diaries
The Pickup Artist's Companion

Questions for Neil Strauss

Amazon.com: Yours has to be one of the strangest career paths in the book business: from rock critic at the New York Times, to cowriter of memoirs with rockers and porn stars, to bestselling seduction guru. Do you ever wonder how you got from point A to point Z?

Strauss: Oddly, I never do. Instead, I wonder why it took me so long to get to point Z. And then I wonder if people are going to stick with me when I go to point whatever-is-after-Z next. I guess that would be point AA--which, come to think of it, I've already been to with Dave Navarro while writing his book.

Amazon.com: You write in the introduction to Rules of the Game that you thought The Game was your "last word on the subject," and you were ready to get on with your life. But, like Michael Corleone, you got pulled back in. Why was it so hard to leave?

Strauss: Good simile. Someone else compared it to Donnie Brasco. There's something about the seduction community that sucks people in. I've seen college kids drop out of school; doctors quit their jobs; and celebrities take huge career risks to pursue this knowledge.

It may be because, according to the Kinsey Institute, most men think about sex every two minutes. But our society has never given them tools to safely fulfill these desires. Once they find out there's a way to learn to be more successful with women--and see evidence that it works--they tend to dive in headfirst. Perhaps because, when it comes down to it, this is why we're really here.

Amazon.com: Do you meet women who have read The Game? What do they think? And with the thousands of people out there you have trained and the many more thousands who have read the book, are women starting to recognize the strategies? Do they ever say, "Hey, you're playing the Game on me"?

Strauss: I've run into some women who've read the book to learn about the male mind, and they've all been positive about it--the book, that is, not the male mind. It's the women who've heard of the book but haven't read it who want to burn it.

And actually, a guy at a book signing the other day told me he got caught using one of the openers. But he still walked away with her phone number. His advice: on the rare chance that it happens, don't get scared and scamper off. Instead, use it as an opportunity to start a conversation about the game itself and whether it works. If they've read the book, this obviously means they're interested in the subject--and now you both have something in common.

Amazon.com: Rules of the Game is actually two books: the Stylelife Challenge and the Style Diaries. The first book is pretty straightforward: a 30-day plan for "Mastering the Game." But the second one is not what you'd expect in a self-help book. Can you explain what it is and why you included it?

Strauss: I didn't want to just give people a self-help book, and promise that their life will be sunshine and unicorns forever. I wanted them to know that with knowledge and power come a new set of challenges and problems. So the black book contains seduction stories from the dark side of the game, and the fact that, as the German director Fassbinder put it, "We were born to need each other, but we still haven't learned how to live with each other."

Amazon.com: Part of the story of The Game was the tension of what happens, after you've become proficient at the Game, when you find someone you love. Is that the point: to go from player to lover (or, ulp, husband!)? How do you do that? Or does playing the Game become its own end for some people?

Strauss: If you master the game, then you also must master your own fears and insecurities. And overcoming these destructive traits can only help you have healthier relationships. That said, the downside to learning the game and then falling in love is that you have to be strong, because there are a lot more options than there once were. So for readers who are having trouble: the secret to monogamy is realizing that the fantasy of being with someone else is usually better than the reality. You can't do better than love.


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The Game Before the Game: The Perfect 30-Minute Practice

The authors of the smash hit Every Shot Must Have a Purpose put the golf back in golf practice, with a revolutionary approach that replaces rote sessions with dynamic, proven drills.

As coaches to golf’s top players, Lynn Marriott and Pia Nilsson have created brilliant new mind- body strategies for every aspect of the game. With The Game Before the Game, they showcase their unique approach to practice, with winning techniques that ensure those hours on the driving range and practice green aren’t wasted on reinforcing bad habits.

The authors identify three essential types of practice:
• Warm-up: getting not only the muscles but also the mind in gear
• Maintenance: intended to prevent your swing from drifting between rounds
• Preparation: adding numerous new shots to your repertoire

From there, the authors outline pro-tested drills that help you find your swing rhythm, visualize success off the course, simplify putting, break through skill plateaus, and much more. Each chapter concludes with a memorable “swing key” for translating practice into success during the real thing.
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Tuesday, March 24, 2009

The Hunger Games

Katniss is a 16-year-old girl living with her mother and younger sister in the poorest district of Panem, the remains of what used be the United States. Long ago the districts waged war on the Capitol and were defeated. As part of the surrender terms, each district agreed to send one boy and one girl to appear in an annual televised event called, "The Hunger Games." The terrain, rules, and level of audience participation may change but one thing is constant: kill or be killed. When Kat's sister is chosen by lottery, Kat steps up to go in her place.


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When March Went Mad: The Game That Transformed Basketball

The dramatic story of how two legendary players burst on the scene in an NCAA championship that gave birth to modern basketball

Thirty years ago, college basketball was not the sport we know today. Few games were televised nationally and the NCAA tournament had just expanded from thirty-two to forty teams. Into this world came two exceptional players: Earvin "Magic" Johnson and Larry Bird. Though they played each other only once, in the 1979 NCAA finals, that meeting launched an epic rivalry, transformed the NCAA tournament into the multibillion-dollar event it is today, and laid the groundwork for the resurgence of the NBA.

In When March Went Mad, Seth Davis recounts the dramatic story of the season leading up to that game, as Johnson’s Michigan State Spartans and Bird’s Indiana State Sycamores overcame long odds and great doubts that their unheralded teams could compete at the highest level. Davis also tells the stories of their remarkable coaches, Jud Heathcote and Bill Hodges—who were new to their schools but who set their own paths to build great teams—and he shows how tensions over race and class heightened the drama of the competition. When Magic and Bird squared off in Salt Lake City on March 26, 1979, the world took notice—to this day it remains the most watched basketball game in the history of television—and the sport we now know was born.


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The Game: Penetrating the Secret Society of Pickup Artists

Are you just another AFC ("average frustrated chump") trying to meet an HB ("hot babe")? How would you like to "full-close" with a Penthouse Pet of the Year? The answers, my friend, are in Neil Strauss's entertaining book The Game. Strauss was a self-described chick repellant--complete with large, bumpy nose, small, beady eyes, glasses, balding head, and, worst of all, painful shyness around women. He felt like "half a man." That is, until a book editor asked him to investigate the community of pickup artists. Strauss's life was transformed. He spent two years bedding some fine chiquitas and studying with some of the North America's most suave gents--including the best of them all, the God of the pickup "community," a man named Mystery.

Mystery is an aspiring Toronto magician who charges $2,250 for a weekend pickup workshop. He is not much to look at: a cross between a vampire and a computer geek. But by using high-powered marketing techniques he's turned seduction into an effortless craft--even inventing his own vocabulary. His technique sounds like a car salesman's tip sheet: his main rule is FMAC--find, meet, attract, close. He employs the "three-second rule"--always approach a woman within three seconds of first seeing her in order to avoid getting shy. Other tricks: Intrigue a beautiful woman by pretending to be unaffected by her charm; also, never hit on a woman right away. Start with a disarming, innocent remark, like "Do you think magic spells work?" or "Oh my god, did you see those two girls fighting outside?" And finally, the most important characteristic of the pickup artist--smile.

After two years, Strauss ends up becoming almost as successful as Mystery, but he comes to an important realization. His techniques were actually off-putting to the woman he ended up falling in love with. And they never prepared him for actually having a relationship. After a while, he ran out of one-liners and had to have a real conversation. Still, The Game is a great read that may help some AFCs come out of their shells. --Alex Roslin
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Pokémon Platinum: Prima Official Game Guide

* Complete Pokédex fully details all available Pokémon. Providing stats, levels, learned moves, and more. Including the newest additions to the Pokémon roster.
* Full Walkthrough with Maps - Each area will be comprehensively covered with maps, screens, and text!
* All Gameplay Covered - Every part of the game is detailed: from the main quest and side quests to the battle games and contests
* Embossed Cover - Embossed cover treatment to make the art come to life.
* Map Posters! - Two mini-posters with maps of the new areas!
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Wednesday, February 25, 2009

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