Victor Villar-Hauser has narrated 4 audiobooks on Listento.it by 11 authors, with an average listener rating of 2.5★ across 16 ratings. The most-rated is Alison's Wonderland.

4 audiobooks
Cover art for Alison's Wonderland

Alison's Wonderland

2 ratings

Summary

Over the past 15 years, Alison Tyler has curated some of the genre’s most sizzling collections of erotic fiction, proving herself to be the ultimate naughty librarian. With Alison’s Wonderland, she has compiled a treasury of naughty tales based on fable and fairy tale, myth and legend: some ubiquitous, some obscure—all of them delightfully dirty. From a perverse prince to a vampire-esque Sleeping Beauty, the stars of these reimagined tales are—like the original protagonists—chafing at desire unfulfilled. From Cinderella to Sisyphus, mermaids to werewolves, this realm of fantasy is limitless and so very satisfying. Penned by such erotica luminaries as Shanna Germain, Rachel Kramer Bussel, N. T. Morley, Elspeth Potter, T. C. Calligari, Sommer Marsden, Portia Da Costa and Tsaurah Litzsky, these bawdy bedtime stories are sure to bring you (and a friend) to your own happily-ever-after.

©2010 Alison Tyler (P)2010 Audible, Inc.

Available on Audible
Cover art for The Tragic Muse, Volume 1

The Tragic Muse, Volume 1

Summary

"You must paint her just like that... as the Tragic Muse," suggests one of James' characters to Nick Dormer, the young Englishman who, during the course of the novel, will courageously resist the glittering Parliamentary career desired for him by his family, in order to paint. His progress is counterpointed by the "Tragic Muse" of the title, Miriam Rooth, one of James' most fierily beautiful creations, a great actress indifferent to social reputation and triumphantly dedicated to her art. In portraying the conflict between art and "the world", which is his novel's central idea, James engaged obliquely with current debates on the new aestheticism of Pater and Wilde and on the nature of the actor's performance. Through the living complexity of his protagonists, he reveals how much, as Philip Horne puts it, "to take art seriously as an end in itself...is still a provocative course."

Public Domain (P)2010 Audible, Inc.

Author: Henry James
Length: 11 hrs and 12 mins
Available on Audible
Cover art for The Vampire Voss

The Vampire Voss

Summary

Regency London - a dizzying whirl of balls and young ladies pursued by charming men. But the Woodmore sisters are hunted by a more sinister breed: Lucifer's own. Voss, also known as Viscount Dewhurst, relishes the sensual pleasures immortality affords. A member of the Dracule - a cabal of powerful, secretive noblemen marked with a talisman that reveals their bartered souls - the mercenary Voss has remained carefully neutral... until Angelica. Angelica Woodmore possesses the Sight, an ability invaluable to both sides of a looming war among the Dracule. Her very scent envelops Voss in a scarlet fog of hunger - for her body and blood. But he is utterly unprepared for the new desire that overcomes him - to protect her.

©2011 Colleen Gleason (P)2011 Audible, Inc.

Length: 12 hrs and 35 mins
Available on Audible
Cover art for Fun Inc.

Fun Inc.

Summary

A timely and informed assessment of the rapidly growing gaming industry that is altering the world around us. Despite the recession, video games continue to break records and command unprecedented amounts of media coverage. The U.S. is the world's biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years. Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film, from Steven Spielberg to Peter Jackson.

©2010 Tom Chatfield (P)2010 Audible, Inc

Length: 7 hrs and 18 mins
Available on Audible