Travel Games Pad


Book Description

A boredom-busting activity tear-off pad designed especially for children to take on their travels. Children will want to take this jam-packed pad everywhere with them. Illustrations: Full colour throughout




Outside Adventure Travel Trekking


Book Description

"A trek is a long-distance multi-day walk...during which the walker is required neither to carry heavy loads nor prepare meals"--(from the introduction). Travel journalist Noland describes treks to isolated destinations in countries such as Nepal, Tanzania, Pakistan, Chile, Italy, Sikkim, Morocco, Tibet, the US, Panama, and Kazakhstan. The 20 treks are rated according to difficulty, required skills, comfort, and cost. The text is accompanied by numerous color photographs. c. Book News Inc.




David Fincher: Mind Games


Book Description

David Fincher: Mind Games is the definitive critical and visual survey of the Academy Award– and Golden Globe–nominated works of director David Fincher. From feature films Alien 3, Se7en, The Game, Fight Club, Panic Room, Zodiac, The Curious Case of Benjamin Button, The Social Network, The Girl With the Dragon Tattoo, Gone Girl, and Mank through his MTV clips for Madonna and the Rolling Stones and the Netflix series House of Cards and Mindhunter, each chapter weaves production history with original critical analysis, as well as with behind the scenes photography, still-frames, and original illustrations from Little White Lies' international team of artists and graphic designers. Mind Games also features interviews with Fincher's frequent collaborators, including Jeff Cronenweth, Angus Wall, Laray Mayfield, Holt McCallany, Howard Shore and Erik Messerschmidt. Grouping Fincher's work around themes of procedure, imprisonment, paranoia, prestige and relationship dynamics, Mind Games is styled as an investigation into a filmmaker obsessed with investigation, and the design will shift to echo case files within a larger psychological profile.




AMORALMAN


Book Description

Truth and lies are two sides of the same coin. But who's flipping it? A thought-provoking and brilliantly entertaining work of nonfiction from one of the world's leading deceivers, the creator and star of the astonishing theater show and forthcoming film In & Of Itself. Derek DelGaudio believed he was a decent, honest man. But when irrefutable evidence to the contrary is found in an old journal, his memories are reawakened and Derek is forced to confront--and try to understand--his role in a significant act of deception from his past. Using his youthful notebook entries as a road map, Derek embarks on a soulful, often funny, sometimes dark journey, retracing the path that led him to a world populated by charlatans, card cheats, and con artists. As stories are peeled away and artifices are revealed, Derek examines the mystery behind his father's vanishing act, the secret he inherited from his mother, the obsession he developed with sleight-of-hand that shaped his future, and the affinity he felt for the professional swindlers who taught him how to deceive others. And once he finds himself working as a crooked dealer in a big-money Hollywood card game, Derek begins to question his own sense of morality, and discovers that even a master of deception can find himself trapped inside an illusion. A M O R A L M A N is a wildly engaging exploration of the fictions we live as truths. It is ultimately a book about the lies we tell ourselves and the realities we manufacture in others.




Mastering Your Inner Game


Book Description

"Mastering Your Inner Game" arms athletes with the tools they need to understand, manage, and maximize their mental and emotional forces. Illustrations.




Hoop Dreams in Europe


Book Description




Hamlet II: Ophelia's Revenge


Book Description

Bard's Blood #1 The classic tales of William Shakespeare are often as packed with gore and corpses as the scariest slasher flick -- and can spawn equally gruesome sequels.... Football star Cameron Dean is genuine campus royalty at Globe University, but his life is more of a nightmare than a dream. Not only was his dad murdered under mysterious circumstances, but Cameron suspects that his mom and aunt may have had something to do with it! When he unexpectedly inherits a creepy old castle in Denmark, Cameron tries to put his worries behind him, inviting his girlfriend and college buddies along on an overseas trip to check out the gloomy fortress. The plan is to get some serious partying done. Too bad nobody counted on the ghost of a drowned girl rising from her watery grave with vengeance on her mind! Now the only question is: to die or not to die?




Baseball and the House of David


Book Description

House of David barnstorming baseball (1915-1957) was played without pre-determined schedules, leagues, player statistics or standings. The Davids quickly gained popularity for their hirsute appearance and flashy, fast-paced style of play. During their 200 seasons, they travelled as many as 30,000 miles, criss-crossing the United States, Canada and Mexico. The Benton Harbor teams invented the pepper game and were winners year after year, becoming legends in barnstorming baseball. Initially a loose affiliation of players, the Davids expanded to three teams--Western, Central and Eastern--as their reputation grew, and hired outsiders to fill the rosters. Prominent among them were pitchers Grover Cleveland Alexander and Charlie "Chief" Bender, both player managers in the early 1930s. They resisted the color barrier, eagerly facing Negro League teams everywhere. In 1934, before their largest crowd to date, they defeated the first Negro team invited to the famed Denver Post Tournament, the great Kansas City Monarchs, for the championship.




Challenging Play


Book Description

This book takes a detailed look at the complex area of young children's play as it is understood in the early twenty-first century, and in particular at the relationships between play, learning and teaching which are enacted in early childhood settings, across countries as different as England and the USA, Sweden and the Netherlands, Australia and New Zealand.




Traveling through Video Games


Book Description

This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.