Serena Williams Has a Two-Book Deal, Including a Memoir

Serena Williams Has a Two-Book Deal, Including a Memoir

Tennis icon Serena Williams has just announced the two-book deal she has with Random House Publishing Group. The books will be an “open-hearted” and “intimate” memoir — that will go more in-depth than the first one she released in 2009 titled On the Line — and an inspirational one, full of advice on living.

Since announcing her retirement in 2022, Williams has been able to reflect on her life and her family.

“For so long, all I was focused on was winning, and I never sat down to look back and reflect on my life and career,” she said. In the upcoming memoir, Williams looks back on her experiences “overcoming scrutiny and attacks in a predominantly white and male-dominated sport, navigating devastating losses on and off the court, falling in love with tech entrepreneur Alexis Ohanian, celebrating body diversity and expanding the confines of style in sports and pop culture, bringing awareness to maternal health disparities, and being a devoted mother to her daughters, Olympia and Adira.”

Find more news and stories of interest from the book world in Breaking in Books.

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Real Play

Autumn, Sims 2. Courtesy of Lucie-Bluebird Lexington. Licensed under CC BY 2.0.

I played The Sims a lot as a preteen. It was the only computer game I ever liked that didn’t involve horses, and it lived at my dad’s house, where screen time was not limited. My friend Diana had it, too, and she and I played together sometimes, in the small office connected to her parents’ bedroom. Diana liked the design element of the game, and would use cheat codes to make her Sims very rich, then build them big houses. She chose balconies with glass railings, and reupholstered her Sims’ furniture. 

That part was not interesting to me. My Sims were not allowed to use cheat codes. Instead, they had to succeed within the terms of my own life, or what I imagined it would be as an adult: they had to get jobs, learn skills, and build relationships. They spent time learning to cook, mostly by reading the cookbooks on their bookshelves. They paid bills that arrived in the mailbox, and redid their kitchen floors only if they made the money on their own. Everyone got a smoke detector, and I worked hard to help them keep their Need meters—Hunger, Bladder, Social, Fun, Energy, Hygiene, Comfort, Environment—in the green. If not given instructions, Sims will do their best to handle these needs themselves, electing to use the bathroom or play on the computer. But I liked to do it for them, sending them to the fridge if they were hungry, to bed if they were tired, and to another Sim if they were lonely.

At my dad’s, I started with the first edition, The Sims, which came out in 2000. That one had only four angles available, each ninety degrees apart, in which I could look down and out (and through the walls) of my Sims’ square houses, at three possible levels of zoom. The game was very gridded: furniture could only sit within blueprinted squares, never diagonally. Cockroaches, when they came, crawled in circles within one square only. The cheapest flooring option was black-and-white linoleum tile, which I sometimes used for my entire house, and on which the cockroaches would spread, in a grid, if I didn’t kill them. 

The Sims 2 came out in September 2004, when I had just started fifth grade. I think I got it right away—I remember I was excited—though I’m surprised, now, that I had access so early to a game that I mostly remember in terms of where I could make my Sims WooHoo, their term for sex: bed, hot tub, shower. They were very demure, and would go under the sheets, or underwater, or behind the door, and then become pixelated. Still, though: there was a lot of WooHoo, and eventually a lot of Try for Baby, which would, in The Sims 2, sometimes lead to infants, then toddlers. The toddlers grew into children, whom my adult Sims could Help with Homework. Eventually these children became teenagers, and got boyfriends, girlfriends, pimples, and the desire to run away. 

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I’m High on World of Warcraft

The city of Thunder Bluff in World of Warcraft. Screenshot from the game.

It was about four in the morning when the warrior decided to leave our group. He’d started weeping, apparently, into his mic. I didn’t have a headset, but the other members of the group did, and they detailed the player’s breakdown in the chat. He couldn’t take the pressure, they said. He was sorry. He’d let us down. He was tired. He was blubbering now. He left the group and opened a portal to Stormwind, his home city. The rest of us waited a few minutes, trying to think of a way to replace the most important member of the group before giving up, surrendering the hours we’d spent working our way through Uldaman, a subterranean dungeon filled with cursed Dwarves. I stood up and took two steps away from the computer to lie down in bed and stare red-eyed at my character on the screen, which was now lit by the late-summer sun breaking through the bedsheets nailed vaguely across my windows.

I think about World of Warcraft nearly every day, but considering the millions of people who play the game, I’m not alone. Launched in 2004, WoW is the most successful MMORPG (massively multiplayer online role-playing game) ever. At the height of its popularity, in 2010, the game had more than twelve million active subscribers and continues to be the most played MMORPG today, almost two decades after its release. The game is so well populated that whole books have been written on the game’s sociological aspects and in-game economy. The objective of the game, if you could say there is a single objective, is to increase your character’s level. You do this by completing quests, raiding dungeons, and fighting in player-versus-player (PvP) combat, as well as engaging in the literally hundreds of other tasks and story lines the game contains, all of it taking place within the vast world of Azeroth, with each player’s character being a combination of a race (orc, troll, night elf, et cetera) and a class (shaman, mage, warrior, et cetera).

I got the game for my thirteenth birthday, in March of 2005, and somehow managed to play only occasionally until that summer, when I became hopelessly addicted, often playing for upward of fourteen hours a day. The addiction lasted through the summer, during which I rarely bathed, ate, left the house, or did anything but play WoW. By fall my room was littered with rotting food and unwashed clothes, and bedsheets covered my windows. I didn’t consider myself to be addicted, but dedicated. I cherished the fact that I was capable of spending my time doing just one thing. My favorite moment of the day was when I wandered through the silent house at dawn after a fourteen-hour session, impressed by the feeling of remembering what it felt like to walk. I’ve rarely been happier than I was during that time.

Most of my time in Warcraft wasn’t even spent questing, but simply “exploring” the game—walking my character across Azeroth’s forty distinct in-game zones while listening to music or imagining my own story lines. I spent whole days walking through the World with an almost obsessive fascination and appreciation for the game’s atmosphere: its infinite pixelated horizon, its endlessly looping orchestral music. Often I would just stand still and rotate the in-game camera, admiring the infamously simple graphics—which were mostly swaths of a single texture with plants or rocks drawn on them—or jump my character around to admire the way their armor moved. Once the game map had been completely explored, there were various tactics that players could use to get to unfinished or hidden areas, some of which were accessible only by a technique called “wall jumping,” wherein a player would jump directly at a wall for hours until they found an invisible hole that allowed them into the unpolished world beyond, making exploring in the game a literally endless endeavor.

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The murders erased from US history

The murders erased from US history

The shocking true story behind Scorsese's latest epic

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Vivian Suter at House of Gaga

September 9 – October 28, 2023

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Josiane M.H. Pozi at Carlos/Ishikawa

September 21 – October 28, 2023

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Against Remembrance: On Louise Glück

LOUISE GLUCK SMILES AS SHE READS HER WORK TO AN AUDIENCE IN THE HOME OF NORMAN MAILER, NEW YORK, NEW YORK, MAY 24, 1968. PHOTOGRAPH BY FRED W. MCDARRAH/MUUS COLLECTION, VIA GETTY IMAGES.)

Before I can think how to begin, she rebukes me: “Concerning death, one might observe / that those with authority to speak remain silent …” (“Bats,” A Village Life). 

Flip the pages, to “Lament,” in Ararat, and once more, a reproof:

Suddenly, after you die, those friends
who never agreed about anything
agree about your character.
They’re like a houseful of singers rehearsing
the same score:
you were just, you were kind, you lived a fortunate life.
No harmony. No counterpoint. Except
they’re not performers;
real tears are shed.

 Luckily, you’re dead; otherwise
you’d be overcome with revulsion.

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Jude, don’t get hurt

England did ‘em! Marcus, Luke, Vish and Andy react to an imperious comeback win for Southgate’s posse over Italy, in which Jude Bellingham and Harry Kane were just… really, really good.


We also imagine Phil Neville appearing on Dragon’s Den, relive San Marino’s wild goal celebrations after equalising against Denmark last night (yes Denmark, you read that right), and scratch our heads over a truly bizarre situation with Ireland…


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12 photos showing strength after loss

12 photos showing strength after loss

How Gideon Mendel is a 'deep witness' to loss through flooding and wildfires

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Willem de Rooij at Galerie Thomas Schulte

September 14 – October 28, 2023

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