Rickety Stitch and the Gelatinous Goo


Book Description

A walking, talking, singing skeleton minstrel who has mysteriously retained his soul within the confines of the dungeon where he has been imprisoned departs with his sidekick, a gelatinous monster, to investigate clues about his identity in snippets of a song he hears in his dreams.




Dry Land


Book Description

THE STORY: Ester is a swimmer trying to stay afloat. Amy is curled up on the locker room floor. DRY LAND is a play about abortion, female friendship, and resiliency, and what happens in one high school locker room after everybody’s left.




Rickety Stitch and the Gelatinous Goo Book 3: The Battle of the Bards


Book Description

Nimona meets Adventure Time in the third installment of this full-color graphic novel about a singing skeleton who finally finds his origins alongside his gelatin monster sidekick! Rickety Stitch is a walking, talking, singing skeleton, the only animated skeleton in the dungeon who seems to have retained his soul. He has no idea who he used to be when he was covered in a living, breathing sack of meat and skin. His only clue to his former identity is a song he hears snippets of in his dreams, an epic bard's tale that could also explain the old fog covering the comical fantasy land of Eem... Oh, and his sidekick and only friend is a cube of sentient goo. In this race-to-the-finish final volume, Rickety faces all manner of new creatures on his ultimate quest to uncover the secret of Epoli and learn his true origins.




The Land of Fair Play


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Deep Play


Book Description

The national bestselling author of A Natural History of the Senses tackles the realm of creativity, by exploring one of the most essential aspects of our characters: the ability to play. "Deep play" is that more intensified form of play that puts us in a rapturous mood and awakens the most creative, sentient, and joyful aspects of our inner selves. As Diane Ackerman ranges over a panoply of artistic, spiritual, and athletic activities, from spiritual rapture through extreme sports, we gain a greater sense of what it means to be "in the moment" and totally, transcendentally human. Keenly perceived and written with poetic exuberance, Deep Play enlightens us by revealing the manifold ways we can enhance our lives.




The Play-book


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The Land of Fair Play


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No Man's Land


Book Description

“An oblique comedy of menace, unsettling, exquisitely wrought and written . . . a complex excursion into the by now familiar Pinter world of mixed reality and fantasy, of human worth and human degradation.” —New York Times Set against the decayed elegance of a house in London’s Hampstead Heath, in No Man’s Land two men face each other over a drink. Do they know each other, or is each performing an elaborate character of recognition? Their ambiguity—and the comedy—intensify with the arrival of two younger men, the one ostensibly a manservant, the other a male secretary. All four inhabit a no man’s land between time present and time remembered, between reality and imagination—a territory which Pinter explores with his characteristic mixture of biting wit, aggression, and anarchic sexuality.




New York Magazine


Book Description

New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.




Critical Play


Book Description

An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.