The World of Null-A
(Adobe EPUB eBook, Kindle Book, OverDrive Read, Open EPUB eBook)
The classic novel of non-Aristotelian logic and the coming race of supermen
Grandmaster A. E. van Vogt was one of the giants of the 1940s, the Golden Age of classic SF. Of his masterpieces, The World of Null-A is his most famous and most influential. It was the first major trade SF hardcover ever, in 1949, and has been in print in various editions ever since. The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness, and Philip Jose Farmer were created or influenced by The World of Null-A, and so it is required reading for anyone who wishes to know the canon of SF classics.
It is the year 2650 and Earth has become a world of non-Aristotelianism, or Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of twenty-five thousand electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he has some remarkable abilities and sets out to use them to discover who has made him a pawn in an interstellar plot.
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
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A. E. van Vogt. (2010). The World of Null-A. 1 Tor Publishing Group.
Chicago / Turabian - Author Date Citation (style guide)A. E. van Vogt. 2010. The World of Null-A. Tor Publishing Group.
Chicago / Turabian - Humanities Citation (style guide)A. E. van Vogt, The World of Null-A. Tor Publishing Group, 2010.
MLA Citation (style guide)A. E. van Vogt. The World of Null-A. 1 Tor Publishing Group, 2010.
Library | Owned | Available |
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Shared Digital Collection | 1 | 1 |
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The classic novel of non-Aristotelian logic and the coming race of supermen
Grandmaster A. E. van Vogt was one of the giants of the 1940s, the Golden Age of classic SF. Of his masterpieces, The World of Null-A is his most famous and most influential. It was the first major trade SF hardcover ever, in 1949, and has been in print in various editions ever since. The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness, and Philip Jose Farmer were created or influenced by The World of Null-A, and so it is required reading for anyone who wishes to know the canon of SF classics.
It is the year 2650 and Earth has become a world of non-Aristotelianism, or Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of twenty-five thousand electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he has some remarkable abilities and sets out to use them to discover who has made him a pawn in an interstellar plot.
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.- reviews
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- source: Jack Williamson
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"A. E. Van Vogt's early stories broke like claps of thunder through the science fiction field. Such novels as Slan, The Weapon Shops of Isher, and The World of Null-A, all were written with invention, dramatic impact, and a sense of breathless wonder that won him instant popularity"
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- content: "Interplanetary skullduggery in the year 2650. Gilbert Gosseyn has a pretty startling time of it before he gets to the root of things. Fine for addicts of science-fiction"
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The classic novel of non-Aristotelian logic and the coming race of supermen
Grandmaster A. E. van Vogt was one of the giants of the 1940s, the Golden Age of classic SF. Of his masterpieces, The World of Null-A is his most famous and most influential. It was the first major trade SF hardcover ever, in 1949, and has been in print in various editions ever since. The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness, and Philip Jose Farmer were created or influenced by The World of Null-A, and so it is required reading for anyone who wishes to know the canon of SF classics.
It is the year 2650 and Earth has become a world of non-Aristotelianism, or Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of twenty-five thousand electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he has some remarkable abilities and sets out to...- sortTitle
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