Toys, Games, and Action Figure Collectibles of the 1970s: Volume I Action Jackson to Gre-Gory the Bat


Book Description

Chock full of 800 pictures and over 75 categories that cover boy and girl toys both, this is the first book in a series that will help to define what 70's playtime was all about. From action figures to general toys to games, this guidebook will give visual examples as well as a checklist on a wide variety of items that were produced during this fantastic decade. Whether you're a collector or someone who wants to walk down memory lane, this is the book series that you've been waiting for. Some of the many toys that are covered within this volume are: Mego Action Jackson , Fisher Price Adventure People , Atari 2600 , Aurora Model Kits , Avon Toys , Barbie , Mattel and Larami Battlestar Galactica toys , Ben Cooper Jigglers , Mattel Big Jim , Marx Big Wheel and Green Machine , Kenner Bionic Woman , Kenner Blythe Dolls , Brady Bunch toys , Buck Rogers toys (By Mego , Larami , Fleetwood , HG Toys , Imperial , and Remco ), Celebrity Dolls , Cereal Toys ( Freakies and Monster Cereals ), Charlie's Angels toys by Hasbro and Fleetwood , Chips ( By Mego , Fleetwood , and HG Toys ), Colorforms , Mego Comic Action Heroes , Corgi Vehicles , Dakin Figures , Denys Fisher Doctor Who , Dolls , Mattel Donny and Marie , Board Games , Electronic Hand-held Games , Emergency by L.J.N. , Evel Knievel by Ideal , Tomland's Famous Monsters of Legend , Matchbox / Lesney Fighting Furies figures , Mego Flash Gordon , Hasbro G.I. Joe , Godzilla , and MANY more! Keywords: 1970s, collectibles , pop culture , americana , kids toys , premiums










1997 Toys and Prices


Book Description

Toys are fun, but prices are for real when it comes to the toys you want to buy or sell. When values are on the line, collectors can rely on this accurate, newly updated price guide. The book features up to three grades of value for toys from the 1840s to the present, including banks, action figures, classic tin, toy guns, model kits, and Marx, Barbie and character toys. 500 b&w photos. 20 color photos.




Dodgerland


Book Description

The 1977-78 Los Angeles Dodgers came close. Their tough lineup of young and ambitious players squared off with the New York Yankees in consecutive World Series. The Dodgers' run was a long time in the making after years of struggle and featured many homegrown players who went on to noteworthy or Hall of Fame careers, including Don Sutton, Steve Garvey, Davey Lopes, and Steve Yeager. Dodgerland is the story of those memorable teams as Chavez Ravine began to change, baseball was about to enter a new era, and American culture experienced a shift to the "me" era. Part journalism, part social history, and part straight sportswriting, Dodgerland is told through the lives of four men, each representing different aspects of this L.A. story. Tom Lasorda, the vocal manager of the Dodgers, gives an up-close view of the team's struggles and triumphs; Tom Fallon, a suburban small-business owner, witnesses the Dodgers' season and the changes to California's landscape--physical, social, political, and economic; Tom Wolfe, a chronicler of California's ever-changing culture, views the events of 1977-78 from his Manhattan writer's loft; and Tom Bradley, Los Angeles's mayor and the region's most dominant political figure of the time, gives a glimpse of the wider political, demographic, and economic forces that affected the state at the time. The boys in blue drew baseball's focus in those two seasons, but the intertwining narratives tell a larger story about California, late 1970s America, and great promise unrealized.




Game Play


Book Description

The long-awaited revision of the only book on game play available for mental health professionals Not only is play a pleasurable, naturally occurring behavior found in humans, it is also a driving force in our development. As opposed to the unstructured play often utilized in psychotherapy, game playing invokes more goal-directed behavior, carries the benefits of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. This landmark, updated edition of Game Play explores the advantages of using games in clinical- and school-based therapeutic interventions with children and adolescents. This unique book shows how playing games can promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety-while setting the stage for deeper therapeutic intervention in subsequent sessions. Game Play Therapeutic Use of Childhood Games Second Edition Features: * New chapters on games in family therapy and games for specific disorders * Techniques and strategies for using game play to enhance communication, guidance, and relationships with clients * The different types of therapeutic games, elaborating on their various clinical applications




1996 Toys and Prices


Book Description




Encyclopedia of Early Childhood Education


Book Description

This Encyclopedia is a reference work about young children in the USA, designed for use by policy makers, community planners, parents of young children, teacher and early childhood educators, programme and school administrators, among others. The field of early childhood education has been affected by changes taking place in the nation’s economy, demographics, schools, communities and families that influence political and professional decisions. These diverse historical, political economic, socio-cultural, intellectual and educational influences on early childhood education have hindered the development of a clear definition of the field. The Encyclopedia provides an opportunity to define the field against the background of these influences and relates the field of early childhood education to its diverse contexts and to the cultural and technological resources currently affecting it.




The Living Company


Book Description

With a light touch and an interesting variety of examples, de Geus employs biological metaphors in order to analyze corporate management.




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.