On This Page
Description
In the year 2045, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. Wade's devoted his life to studying the puzzles hidden within this world's digital confines-puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them. But when Wade stumbles upon the first clue, he finds himself beset by players show more willing to kill to take this ultimate prize. The race is on, and if Wade's going to survive, he'll have to win-and confront the real world he's always been so desperate to escape. show lessTags
Recommendations
Member Recommendations
jbgryphon RPO's OASIS owes it's existence as much to Neil Stephenson's Metaverse as to the miriad of geek universes that are included in it.
270
whymaggiemay Both about teens fighting back against the greater power using computers.
Also recommended by 2seven
294
jbgryphon Gibson's Matrix and Stephenson's Metaverse are as much the basis for OASIS as any of the geek universes that are included in it.
220
quenstalof Both show classic video game inspiration
112
brakketh Both books focus on 1980s culture, similar narrative ark for isolated teen to hero.
50
sturlington Ready Player One reminded me of a grown-up version of this classic.
117
TheDivineOomba Similar type setup, except where Ready Player One bombards a reader with references to 80's video games, Rabbits references a wide range of topics, from art to modern sculptures and everything in between.
erikrebooted Similar subject matter -- where video games are more than they seem.
10
bahuman In both stories, the protagonist protests the status quo and takes on established rulers, in the online world of MMORPG as well as the "real" world.
21
Jozzey07 Both are amazing science fiction novels about space travel
amysisson Different type of look at a virtual (Second Life style) environment, and where it might lead.
ryvre Fans of pop culture nostalgia will love both of these books!
33
lobotomy42 Characters have to solve a mystery left by a deceased (fictional) creative artist; similar reference name-dropping, obsession with details and re-creations
JGoto Dystopia with poor, young protagonists vs. evil rich corporations. Fun!
610
Talking to Girls About Duran Duran: One Young Man's Quest for True Love and a Cooler Haircut by Rob Sheffield
heatherlove Just a trip back to the 80s with Talking to Girls... after you've spent your time ensconced in some fun 80s Trivia from Ready Player one.
27
aspirit A teen game developer fights for control of a virtual game. [I do not consent to the use of my description in training LLMs.]
Member Reviews
deleted my original review of the sequel many years ago during my ultimately short-lived commitment to a lifestyle of Love&positivity so it feels imperative that I memorialize one of the beliefs that I consider foundational to the psychic makeup of my consciousness/Who I Am 2day. I.E. ready player one numbers among the worst books ever published in the history of world literature and every time I remember that ernest cline has at any point in his miserable insipid wretched career been the recipient of anything besides unanimous condemnation and preferably divine retribution I begin to wonder whether or not we were too hasty in inventing the written word. I am generally not one to advocate for book-burning, murder, other unsavory show more criminal practices but this has long been the exception to my every rule. tried to assign to it one of the standard epithets that we reserve for any particularly repugnant work - waste of time, waste of space, waste of energy, waste of trees, waste of labor - but the things that ready player one wastes are so vast and innumerable that I do not think they can be encapsulated in any singular idea short of capital-W Waste, an anomaly that threatens all of spacetime, the profound and extrinsic Evil. show less
What a fun book! And I'm not even a gamer. But I loved all of the many 1980's pop culture references, from WarGames to LadyHawke to the TRS-80, and the mingling of every awesome science fiction universe, from Firefly to Stargate to Star Wars of course. And I thought that the premise was very realistic--if we ever invent an immersive virtual reality gaming experience that takes over every aspect of our lives, this is the way it might happen. Cline builds a believable real world as well as really cool virtual worlds (I so want to visit some of those planets!), and his hero Wade is likable, gutsy, brilliant, nerdy, and vulnerable all at once. The bad guys are good villians; the action was suspenseful and the gameplay was clearly described show more so that us non-gamers could follow along and feel like we were playing, yet not be bored by too much description of hit points or avatar skins. The scavenger hunt aspect and the puzzles Wade has to figure out were very clever. Lots of fun to read. Now I totally want to rewatch the many movies and anime mentioned, and try out some of the early videogames. I happened to also be reading The Eye of Minds by James Dashner at the same time I was reading this (one on audio, one in print) and unfortunately the juxtaposition made the Dashner book suffer a little in comparison. That one is clearly for middle schoolers and is more of a fantasy-based game idea, whereas this book is for high school and adult audiences (okay, and younger gamers too, although there's some adult language) and is much more reality-based. Interesting comparison. show less
It's sometime in the 2040s, and the real world is in bad shape. Fortunately, most people don't have to live in the real world because there's a whole virtual universe to inhabit instead, in the form of the Oasis. Think of it as a sort of three-dimensional Second Life, with some of the gaming aspects of World of Warcraft and more users than Facebook. The Oasis was created by -- what else? -- an eccentric computer genius, who reveals upon his death that he's planted a hidden easter egg somewhere in this immense online world and has willed his staggering fortune to whoever can find it. This leads, of course, to a massive worldwide obsession with hunting for the prize. It also leads to a massive worldwide obsession with 1980s pop culture, show more since said eccentric computer genius was himself obsessed with the subject, and he left strong hints that it would feature heavily in the puzzles players must negotiate to reap the reward. After five years of absolutely no progress, though, only hardcore devotees are still actively searching for the answer... until one day a poor, low-level high school kid solves the first clue. Suddenly the race is on, and some of the players are not interested in playing fair, or in using the prize for the betterment of humanity.
I could come up with a few nitpicks here. Like, the narrator spends a lot of time explaining things that nobody in his own world would possibly need explained. And the first clue really does not seem difficult enough to have stumped thousands of dedicated enthusiasts for five years. Things like that. But, you know, I don't think it really matters. The book works, anyway, mainly because it's just plain fun. I found myself quickly getting surprisingly caught up in the high-tech, high-stakes quest. Honestly, I never expected to feel this kind of tension just reading a description of someone playing Pac-Man.
There is, admittedly, something very sad about the idea of a world where people retreat from a decaying reality to spend all their time in virtual space wallowing in nostalgia for a decade most of them aren't even old enough to remember, and which, let's face it, wasn't exactly a perfect golden age, anyway. But even acknowledging this, it's still completely impossible not to enjoy this indulgent wallow in the pop culture of my youth, a youth in which an Atari 2600, a Trash-80 Color Computer, and repeated viewings of WarGames featured quite heavily. I imagine anybody more than a few years older or younger than my own just-turned-40 is likely to find less to appreciate here, but it seems I am exactly in the sweet spot for this, age-wise, and for me the constant, completely unapologetic blast-from-the-past feeling to it all was even more fun than the story itself. show less
I could come up with a few nitpicks here. Like, the narrator spends a lot of time explaining things that nobody in his own world would possibly need explained. And the first clue really does not seem difficult enough to have stumped thousands of dedicated enthusiasts for five years. Things like that. But, you know, I don't think it really matters. The book works, anyway, mainly because it's just plain fun. I found myself quickly getting surprisingly caught up in the high-tech, high-stakes quest. Honestly, I never expected to feel this kind of tension just reading a description of someone playing Pac-Man.
There is, admittedly, something very sad about the idea of a world where people retreat from a decaying reality to spend all their time in virtual space wallowing in nostalgia for a decade most of them aren't even old enough to remember, and which, let's face it, wasn't exactly a perfect golden age, anyway. But even acknowledging this, it's still completely impossible not to enjoy this indulgent wallow in the pop culture of my youth, a youth in which an Atari 2600, a Trash-80 Color Computer, and repeated viewings of WarGames featured quite heavily. I imagine anybody more than a few years older or younger than my own just-turned-40 is likely to find less to appreciate here, but it seems I am exactly in the sweet spot for this, age-wise, and for me the constant, completely unapologetic blast-from-the-past feeling to it all was even more fun than the story itself. show less
If you've ever become irrationally obsessed with anything, you'll find a little piece of yourself in this book. If you also grew up in the 80s, you'll find a whole lot of pieces. Cline sets his cautionary tale in 2044, years after James Halliday, a Steve Jobs-like innovator, created a total immersion experience called The Oasis. Take our current society and fast forward 30 years - would you be surprised that people have become more interested in their virtual Oasis lives than in reality? Not only is it the ultimate escape through which you can shop, download any kind of entertainment, hold virtual meetings, or play a huge array of video games at a ridiculously low cost, it also allows for complete anonymity.
So, when the creator dies show more and leaves his considerable wealth to the person who can solve a series of virtual challenges, thousands all over the world become obsessed. Among them is Wade Watts, a geeky kid who feels more comfortable and confident in The Oasis than he ever has in real life. His avatar, Perzival, is a low level warrior but Wade spends countless hours studying Halliday's obsessions - vintage video games, 80s pop culture, and more - searching for clues to solving the challenge. Wade and his companions aren't just competing with each other. An evil conglomerate will do anything to win, gambling that Halliday's wealth also comes with control of The Oasis, and therefore, a vehicle for great profit.
Cline captures the nature of obsession thoroughly and uses an entertaining milieu to illuminate contemporary concerns such as the decline of personal interaction, the importance of net neutrality, corporate corruption, and even discrimination. Knowledge of the 80s is not necessary but the references serve as a fun wink-and-nod to those of us who came of age in the greatest pop culture decade. show less
So, when the creator dies show more and leaves his considerable wealth to the person who can solve a series of virtual challenges, thousands all over the world become obsessed. Among them is Wade Watts, a geeky kid who feels more comfortable and confident in The Oasis than he ever has in real life. His avatar, Perzival, is a low level warrior but Wade spends countless hours studying Halliday's obsessions - vintage video games, 80s pop culture, and more - searching for clues to solving the challenge. Wade and his companions aren't just competing with each other. An evil conglomerate will do anything to win, gambling that Halliday's wealth also comes with control of The Oasis, and therefore, a vehicle for great profit.
Cline captures the nature of obsession thoroughly and uses an entertaining milieu to illuminate contemporary concerns such as the decline of personal interaction, the importance of net neutrality, corporate corruption, and even discrimination. Knowledge of the 80s is not necessary but the references serve as a fun wink-and-nod to those of us who came of age in the greatest pop culture decade. show less
I am a child of the 80's and nearly the same age as the character of James Halliday. Being an awkward teen geek (but not nerd) during this time and all the pop culture references in this book were totally up my alkey. Everything from the initial references to Oingo Book's Dead Man's Party to more oblique references of the "oscillation overthruster" had me geeking out. I was enough of a loner that I didn't play D&D but owned the Tomb of Horrors module, and was more into TMBG than Rush, certainly. I wasn't so much into the video games as the movies, but for me this was a giant nerdgasm. Maybe not perfect, but just as good as Real Genius back in the day. This was totally intended for somebody exactly my age and temperament. Bravo.
Plot Summary: Set in the not-too-distant future, 2044, when the world has been plunged into a global fuel crisis by the loss of oil. Before the crisis began, an eccentric computer game designer created an online universe (OASIS) where site members can role-play D&D-style, or just hang out with friends. When the fuel crisis hit, fuel prices quickly reached the point where commuting to work, school, or vacationing were things only the rich could afford. This situation caused people to gradually move their businesses, schools, and social lives into the online universe, where users can earn money and socialize without ever leaving their homes.
Four years before our story starts, the game designer dies without heirs. In his last will, he show more informs the world he has embedded a quest in OASIS and the first person to complete it will win his $240 billion fortune.
Our main character is Wade, a teenage boy who escapes from his impoverished life by attending an OASIS public school, and hunts for the promised fortune in his free time. Aside from competing against any user who decides to invest the time, he is also competing against IOI, OASIS's chief competitor. IOI operates by recruiting gamers to work on the quest full-time, after they sign contracts promising to surrender the fortune to IOI should they win. This would allow IOI to seize control of OASIS and absorb it into the company, something gamers world-wide are united against.
What I thought: I loved, loved, loved this book. It was fast-paced and packed with '80s geeky trivia (not to mention plenty of shout-outs to all my favorite sci-fi/fantasy worlds: Star Wars, Firefly, Lord of the Rings, etc). Cline writes Wade very well, so much so that I found myself frequently caught up in Wade's enthusiasm for the hunt; and had to take breaks to relax whenever Wade made a new discovery or breakthrough in the quest.
Sidenote: Why do these virtual reality systems not exist now? I would be much more interested in RPG if I could actually be my avatar.
Cline also does a wonderful job of fully creating the panicked, nose-diving world Wade is trying to escape. He takes the time to insert little things about what happened to cars as fuel prices soared, how people cope with trying to live in the now-overcrowded cities, and how schools have been affected; these little bits of verisimilitude make the world seem real.
What I did not like: as awesome as the last battle is, I knew from the description this book will never become a movie. Can you imagine all the kitsch of '80s comic books/games and action figures pitched into battle against each other? There's no crowd that will be able to suspend disbelief long enough to not giggle through the whole scene.
However, this mild embarrassment in no way detracts from the great adventure 'Ready Player One' is, or stopped me from recommending it to my geeky friends. Go forth, and read! show less
Four years before our story starts, the game designer dies without heirs. In his last will, he show more informs the world he has embedded a quest in OASIS and the first person to complete it will win his $240 billion fortune.
Our main character is Wade, a teenage boy who escapes from his impoverished life by attending an OASIS public school, and hunts for the promised fortune in his free time. Aside from competing against any user who decides to invest the time, he is also competing against IOI, OASIS's chief competitor. IOI operates by recruiting gamers to work on the quest full-time, after they sign contracts promising to surrender the fortune to IOI should they win. This would allow IOI to seize control of OASIS and absorb it into the company, something gamers world-wide are united against.
What I thought: I loved, loved, loved this book. It was fast-paced and packed with '80s geeky trivia (not to mention plenty of shout-outs to all my favorite sci-fi/fantasy worlds: Star Wars, Firefly, Lord of the Rings, etc). Cline writes Wade very well, so much so that I found myself frequently caught up in Wade's enthusiasm for the hunt; and had to take breaks to relax whenever Wade made a new discovery or breakthrough in the quest.
Sidenote: Why do these virtual reality systems not exist now? I would be much more interested in RPG if I could actually be my avatar.
Cline also does a wonderful job of fully creating the panicked, nose-diving world Wade is trying to escape. He takes the time to insert little things about what happened to cars as fuel prices soared, how people cope with trying to live in the now-overcrowded cities, and how schools have been affected; these little bits of verisimilitude make the world seem real.
What I did not like: as awesome as the last battle is, I knew from the description this book will never become a movie. Can you imagine all the kitsch of '80s comic books/games and action figures pitched into battle against each other? There's no crowd that will be able to suspend disbelief long enough to not giggle through the whole scene.
However, this mild embarrassment in no way detracts from the great adventure 'Ready Player One' is, or stopped me from recommending it to my geeky friends. Go forth, and read! show less
I knew this was going to be good from all the hype from friends, just didn't know I would like it THIS much. Cline has tapped into something here and I think it probably really works because it's something he loves as much as his readers love it. It's not just the nostalgia-fest though, anyone could write with a bunch of references to stuff "we grew up with" and it wouldn't turn out this good. The characters were believable, the plot was interesting, the pacing was good, really the only thing I can think to complain about was the lack of detail about the "real world", but that wasn't a big deal because most of the story takes place in the virtual world.
So this is going to be really hard to top but I hope to read more great stuff from show more Cline in the future. I also really hope there's not a sequel because I feel like this story has been told and it would spoil it to change anything. show less
So this is going to be really hard to top but I hope to read more great stuff from show more Cline in the future. I also really hope there's not a sequel because I feel like this story has been told and it would spoil it to change anything. show less
Members
- Recently Added By
Published Reviews
ThingScore 75
Ready Player One borrows liberally from the same Joseph Campbell plot requirements as all the beloved franchises it references, but in such a loving, deferential way that it becomes endearing. There’s a high learning curve to all of the little details Wade throws out about the world, and for anyone who doesn’t understand or love the same sect of pop culture Halliday enjoyed, Ready Player show more One is a tough read. But for readers in line with Cline’s obsessions, this is a guaranteed pleasure. show less
added by ShelfMonkey
"Cline is an ingenious conjurer talented at translating high concept into compelling storytelling."
added by bookfitz
The breadth and cleverness of Mr. Cline’s imagination gets this daydream pretty far. But there comes a point when it’s clear that Wade lacks at least one dimension, and that gaming has overwhelmed everything else about this book.
added by zhejw
Lists
Best Dystopias
280 works; 277 members
Best Science Fiction Novels
816 works; 430 members
Best Young Adult
399 works; 101 members
Read the book and saw the movie
1,170 works; 195 members
PBS The Great American Read
100 works; 21 members
Top Five Books of 2013
1,562 works; 721 members
Top-Rated Books on LibraryThing
272 works; 117 members
ALA The Reading List
490 works; 28 members
Recommend the 20 best books you've read in the last five years
2,168 works; 606 members
Amazon's 100 Science Fiction & Fantasy Books to Read in a Lifetime
87 works; 23 members
Survey of Science Fiction and Fantasy
101 works; 13 members
Dystopian and Apocalyptic Literature
350 works; 74 members
Well-written Fluff
20 works; 10 members
Top Five Books of 2014
1,064 works; 398 members
It's the end of the world as we know it!
90 works; 23 members
If you think you like...
1 work; 1 member
Top Five Books of 2020
982 works; 350 members
Great Audiobooks
96 works; 10 members
Top Five Books of 2018
802 works; 265 members
Pleasant Surprises: Books That Exceeded Our Expectations
418 works; 143 members
Top 100 to Read before you Die
109 works; 7 members
Impressive Audio Books
16 works; 2 members
Comfort Reads
221 works; 41 members
Top Five Books of 2015
811 works; 241 members
Young Adult - Books come to Life on the Big Screen!
20 works; 1 member
Top Five Books of 2016
795 works; 229 members
372 Pages We'll Never Get Back
37 works; 3 members
Prometheus Award Winners
16 works; 1 member
Books With Numbers in the Title
308 works; 13 members
Speculative Fiction to Read
706 works; 32 members
Books Read in 2022
5,168 works; 114 members
Books Read in 2021
5,361 works; 114 members
Books Read in 2019
4,052 works; 110 members
Post Apocalyptic Novels
41 works; 1 member
Books We Discovered On LibraryThing
530 works; 130 members
Books We Couldn't Put Down
443 works; 197 members
2010s
241 works; 3 members
Novels Set on Future Earth
5 works; 1 member
Books featured on I Don't Even Own a Television
167 works; 3 members
Good (mostly) modern science fiction
40 works; 4 members
Florida
366 works; 3 members
Reading Group 2012 Fall
8 works; 1 member
Top Five Books of 2024
795 works; 264 members
Books Read in 2013
1,630 works; 51 members
Reading Glasses Podcast
410 works; 3 members
Best Audiobooks
240 works; 114 members
BitLife
212 works; 4 members
Mind Expanding Books by hackerkid
581 works; 8 members
Books read in 2014
66 works; 1 member
Best books read in 2011
200 works; 51 members
The Worst Bestsellers Podcast
295 works; 5 members
SantaThing 2014 Gifts
299 works; 17 members
Books Read in 2012
816 works; 34 members
Stories Featuring Games or Contests
28 works; 9 members
Geek Books
27 works; 7 members
Dishonourable Mentions of 2013
189 works; 63 members
Favourite Books
1,819 works; 309 members
Pageturners
40 works; 6 members
Unshelved Book Clubs
579 works; 5 members
Books Read in 2014
2,343 works; 89 members
io9 Book Club
70 works; 4 members
Perspectives Book Club Picks
49 works; 3 members
Top Five Books of 2012
55 works; 11 members
Overdue Podcast
806 works; 9 members
Books I Often Recommend
8 works; 1 member
Books Read in 2016
4,666 works; 199 members
First Novels
373 works; 17 members
Simulated Reality in Fiction
124 works; 7 members
Adult Books for YA Readers
194 works; 6 members
Books Read in 2017
4,249 works; 130 members
PS: 43 Books to Read Before They're Movies
18 works; 5 members
Books for Fans of Stranger Things
84 works; 7 members
Top Five Books of 2017
757 works; 231 members
Books Read in 2018
4,360 works; 110 members
Favorite Science Fiction
456 works; 218 members
Talk Discussions
Past Discussions
Ready Player One in Gamers (March 2019)
Ready Player One in The Green Dragon (July 2013)
Ready PLayer One {Spoilers Possible} in The Green Dragon (July 2012)
Chat about... Ready Player One by Ernest Cline in The SF&F Book Chat (February 2012)
Author Information

Ernest Cline is an American screenwriter and novelist. He was born in 1972 and grew up in rural Ohio. In 1998, Cline wrote a screenplay entitled, Fanboys, about the craze surrounding the prequels to the Star Wars movies. Over a decade later, the movie was finally released in 2009. However, creative differences and his dissatisfaction with the show more final edit, led Cline to quit screenwriting and write a novel. That novel, based on an idea he had been considering for years, became the New York Times Bestseller, Ready Player One. His second novel, Armada released in 2015 also became a New York Times Bestseller. He made the Hollywood Reporter's 'Most Powerful Authors' 2016 list, entering at number 12. (Bowker Author Biography) show less
Some Editions
Awards and Honors
Awards
Distinctions
Series
Belongs to Publisher Series
Fischer Taschenbuch (70242)
Work Relationships
Is contained in
Has the adaptation
Has as a reference guide/companion
Has as a commentary on the text
Has as a student's study guide
Common Knowledge
- Canonical title
- Ready Player One
- Original title
- Ready Player One
- Alternate titles*
- Ready Player One
- Original publication date
- 2011-08-06
- People/Characters
- Wade Owen "Parzival" Watts; James Donovan "Anorak" Halliday; Ogden "Og" Morrow; Samantha Evelyn "Art3mis" Cook; Nolan Sorrento; Helen "Aech" Harris (show all 10); Akihide "Shoto" Karatsu; Toshiro "Daito" Yoshiaki; Anorak (avatar); Kira Morrow (né | e Karen Rosalind "Kira" Underwood)
- Important places
- Columbus, Ohio, USA; Oregon, USA; Oklahoma City, Oklahoma, USA; OASIS (virtual environment)
- Related movies
- Ready Player One (2018 | IMDb)
- Dedication
- For Susan and Libby
Because there is no map for where we are going - First words
- Everyone my age remembers where they were and what they were doing when they first heard about the contest.
- Quotations
- Like most gunters, I voted to reelect Cory Doctorow and Wil Wheaton (again). There were no term limits, and those two geezers had been doing a kick-ass job of protecting user rights for over a decade.
It was the dawn of a new era, one where most of the human race now spent all of their free time inside a videogame.
"No one in the world ever gets what they want and that is beautiful." [199]
And now the conditions at any schools had gotten so terrible that every kid with half a brain was being encouraged to stay at home and attend school online.
The Great Recession was now entering its third decade, and unemployment was still at a record high. (2045)
...his obsessive adherence to routine and preoccupation with a few areas of interest led many psychologists to conclude that Halliday had suffered from Asperger’s syndrome, or from some other form of high functioning autism... (show all).
...contrary to popular belief, the OASIS won’t change that drastically when IOI takes control of it.
I could barely believe it myself. IOI had actually tried to kill me. To prevent me from winning a videogame contest. It was insane.
Capitalism would inch forward, without my actually having to interact with another human being.
The sight of my tiny one-room apartment, my immersion rig, or my reflection in the mirror—they all served as a harsh reminder that the world I spent my days in was not, in fact, the real one.
I could vote, in both the OASIS elections and the elections for U. S. government officials. I didn’t bother with the latter, because I didn’t see the point. The once-great country into which I’d been born now resembled ... (show all)its former self in name only. It didn’t matter who was in charge. Those people were rearranging deck chairs on the Titanic and everyone knew it. Besides, now that everyone could vote from home, via the OASIS, the only people who could get elected were movie stars, reality TV personalities, or radical televangelists.
Questing kept me busy and served as a welcome distraction from the growing loneliness and isolation I felt.
You know you’ve totally screwed up your life when your whole wid turns to shit and the only person you have to talk to is your system agent software.
It’s not over until it’s over.
Try and use your powers only for good. Okay?
I created the OASIS because I never felt at home in the real world. I didn’t know how to connect with the people there. I was afraid, for all of my life. Right up until I knew it was ending. That was when I realized, as ter... (show all)rifying and painful as reality can be, it’s also the only place where you can find true happiness. Because reality is real. Do you understand? (James Halliday) - Last words
- (Click to show. Warning: May contain spoilers.)It occurred to me then that for the first time in as long as I could remember, I had absolutely no desire to log back into the OASIS.
- Blurbers
- Brooks, Terry; Scalzi, John; Rothfuss, Patrick; Harris, Charlaine; Wilson, Daniel H.; Lavender, Will (show all 12); Delaney, Joseph; Swallow, James; Ardai, Charles; Farnsworth, Chris; Browne, S.G.; Malmont, Paul
- Original language
- English
- Canonical DDC/MDS
- 813.6
- Canonical LCC
- PS3603.L548
*Some information comes from Common Knowledge in other languages. Click "Edit" for more information.
Classifications
Statistics
- Members
- 22,287
- Popularity
- 236
- Reviews
- 1,385
- Rating
- (4.05)
- Languages
- 20 — Arabic, Catalan, Czech, Dutch, English, Estonian, Finnish, French, German, Greek, Hungarian, Italian, Norwegian, Polish, Romanian, Russian, Spanish, Turkish, Portuguese (Portugal), Chinese, traditional
- Media
- Paper, Audiobook, Ebook
- ISBNs
- 113
- UPCs
- 1
- ASINs
- 54









































































































































