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Showing 12,726 through 12,750 of 19,787 results

The Gangster Film: Fatal Success in American Cinema

by Ron Wilson

Examines the gangster film in its historical context with an emphasis on the ways the image of the gangster has adapted and changed

The Gangster Film

by Ron Wilson

Examines the gangster film in its historical context with an emphasis on the ways the image of the gangster has adapted and changed

Gangster Doodles

by Marlon Sassy

A collectible, four-color illustrated A–Z treasury of gangster rappers, the hip-hop high-life, and notorious pop culture history, told through a series of graphic doodles on 3” x 3” sticky notes.Four years ago, a Post-it® note changed Marlon Sassy’s life. Using office supplies “borrowed” from his admin job, Sassy began creating colorful sketches of rappers in highlighter, Sharpie, and pen. He made his debut posting his rendition of Snoop on Tumblr under the pseudonym “Gangster Doodles.” Next was Bart Simpson and Biggie, then Yams and Yeezy. Soon, he had amassed a cult following of fans who clamored for his next artistic interpretation.Gangster Doodles brings together more than 400 of his most popular illustrations with thirty never-before-seen pieces. An impressive and comprehensive A–Z compendium, it features everyone from Black Jesus to Beyoncé, Kendrick Lamar to LeBron James, Jean-Michel Basquiat to Young Thug, and Kermit the Frog to Action Bronson. This is the ultimate gift for rap fanatics and pop culture addicts alike.

Gangsta Rap

by Benjamin Zephaniah

School, what school? My name is X-Ray-X So be careful how you flex I used to freestyle in me bedroom. But me daddy got me vex. The teacher kicked me out of the classroom. Now I'm rapping in The Rex. Ray has trouble at home and trouble at school. It's the last straw for everyone when Ray and his friends Prem and Tyrone are permanently suspended. But they know what they want, more than most, perhaps. Their headmaster decides to give them a second chance, a chance to live their dream of forming a rap group. Through a specialized social program, the boys are taught the business of the music industry, what it takes to record an album, and how to lay down a track. Within weeks they have become the Positive Negatives, and within a few months they have signed a record deal and are on their way to the top. But their dream soon becomes a nightmare as violence escalates around them. Suddenly, not only their careers but their very lives are at stake. The Positive Negatives are determined to prove that you don't need to be a gangster to be a great rapper.

Gang Busters: The Crime Fighters of American Broadcasting

by Martin Grams

From 1935 to 1958, GANG BUSTERS established a reputation for presenting authentic case histories from the files of law enforcement, re-enactments of the criminal underworld including "Baby-Face" Nelson, Ma Barker and her boys, John Dillinger, and Willie "The Actor" Sutton. Thrilling escapades such as the Alcatraz Prison Riot and million dollar bank robberies were the subject of GANG BUSTERS broadcasts. Colonel H. Norman Schwarzkopf (father of the same Gulf-War Schwarzkopf) and New York's Lewis J. Valentine were two of the many weekly hosts who introduced each broadcast. GANG BUSTERS was the first radio program to feature weekly "clues" describing convicts at large, assailants wanted by the Federal Bureau of Investigation, and listeners paid close attention to the details, which gave local law enforcement an edge in the apprehension of more than 300 criminals during the program's 20-year run. GANG BUSTERS also expanded into a television series, two big- screen movies, a matinee serial and a lengthy series of comic books. This book features a documentary about the GANG BUSTERS program, covering every aspect of the series including background production, lawsuits from listeners, a biography about Phillips H. Lord, the creator of the series, and a complete episode guide for each and every radio and television broadcast.

Gaming the Stage: Playable Media and the Rise of English Commercial Theater (Theater: Theory/Text/Performance)

by Gina Bloom

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

Gaming Safely

by Allyson Valentine Schrier Frank W. Baker

If a strange character offers you a gift in an online game, do you know what to do? Don't worry if you don't. This book is here to help! Learn tech-savvy ways to keep your game sites safe sites without taking away all the fun!

Gaming Film: How Games Are Reshaping Contemporary Cinema

by Jasmina Kallay

Gaming Film explores the growing influence of computer games on contemporary cinema. From the type of stories told to their complex structural patterns, from the changing modes of reception to innovative visual aesthetics, computer games are re-shaping the cinematic landscape in exciting directions.

Games Rednecks Play

by Jeff Foxworthy Vic Henley

A humorous book by comedian Jeff Foxworthy about what Rednecks consider to be a sport.

Games for Bored Adults: Challenges. Competitions. Activities. Drinking.

by Ian Gittins

Whether you're on lockdown with your family, partner, or flatmates: Games for Bored Adults is packed full of gaming inspiration to liven up any dull situation. Why not play human Buckaroo with a sleeping stranger, take on the After Eight challenge, or laugh in the face of pulled muscles in the ultimate ‘Cereal Killer’ game? Challenge your family, indulge your competitive streak and prove yourself the undisputed victor in a whole range of funny and imaginative games for every occasion.

Games for Actors and Non-Actors

by Augusto Boal

Games for Actors and Non-Actors is the classic and best selling book by the founder of Theatre of the Oppressed, Augusto Boal. It sets out the principles and practice of Boal's revolutionary Method, showing how theatre can be used to transform and liberate everyone – actors and non-actors alike! This thoroughly updated and substantially revised second edition includes: two new essays by Boal on major recent projects in Brazil Boal's description of his work with the Royal Shakespeare Company a revised introduction and translator's preface a collection of photographs taken during Boal's workshops, commissioned for this edition new reflections on Forum Theatre.

Games for Actors and Non-Actors (Augusto Boal)

by Augusto Boal

Games for Actors and Non-Actors is the classic and bestselling book by the founder of Theatre of the Oppressed, Augusto Boal. It sets out the principles and practice of Boal’s revolutionary method, showing how theatre can be used to transform and liberate everyone – actors and non-actors alike! This new third English edition includes recently uncovered interviews and essays from the 1970s, some of which featured in the earliest Portuguese edition of this book, and a new essay by the theatre director Sergio de Carvalho, which looks at Boal’s work in the context of Brazilian theatre and politics over the past fifty years. This is a vital handbook for theatre makers and activists of all kinds who want to deepen their understanding of the theory and practice of Boal’s Theatre of the Oppressed. It is also an excellent introduction for those new to the system.

Gamer Nation: The Rise of Modern Gaming and the Compulsion to Play Again

by Eric Geissinger

A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming.The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.

Game Time: Understanding Temporality in Video Games (Digital Game Studies)

by Christopher Hanson

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating. . . . Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls game time. Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. Hanson demonstrates that compared to analog tabletop games, sports, film, television, and other forms of media, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Hanson's argument features comparative analysis of key video games titles including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Game On! 2017: All The Best Games: Awesome Facts and Coolest Secrets

by Scholastic Imagine Publishing Staff

Game On! 2017 is the second edition of this hot new annual! Features information and statistics about all of the most popular games, tips and tricks for gamers, and interviews from gaming's biggest personalities--including game developers and pro gamers! With the help of Imagine Publishing, learn how to dominate the biggest online multiplayer games and unlock the rarest trophies and achievements in different game worlds.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More

by Dustin Hansen

Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. <P><P>Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). <P><P>Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Game of Thrones - A View from the Humanities Vol. 1: Time, Space and Culture

by Alfonso Álvarez-Ossorio Fernando Lozano Rosario Moreno Soldevila Cristina Rosillo-López

This book reflects on time, space and culture in the Game of Thrones universe. It analyses both the novels and the TV series from a multidisciplinary perspective ultimately aimed at highlighting the complexity, eclecticism and diversity that characterises Martin’s world. The book is divided into three thematic sections. The first section focuses on space—both the urban and natural environment—and the interaction between human beings and their surroundings. The second section follows different yet complementary approaches to Game of Thrones from an aesthetic and cultural perspective. The final section addresses the linguistic and translation implications of the Game of Thrones universe, as well as its didactic uses. This book is paired with a second volume that focuses on the characters that populate Martin’s universe, as well as on one of the ways in which they often interact—violence and warfare—from the same multidisciplinary perspective.

Game of Thrones (Fan Phenomena Ser.)

by Kavita Finn

Winter is coming. Every Sunday night, millions of fans gather around their televisions to take in the spectacle that is a new episode of Game of Thrones. Much is made of who will be gruesomely murdered each week on the hit show, though sometimes the question really is who won’t die a fiery death. The show, based on the Song of Ice and Fire series written by George R. R. Martin, is a truly global phenomenon. <P><P> With the seventh season of the HBO series in production, Game of Thrones has been nominated for multiple awards, its cast has been catapulted to celebrity, and references to it proliferate throughout popular culture. Often positioned as the grittier antithesis to J. R. R. Tolkien’s Lord of the Rings, Martin’s narrative focuses on the darker side of chivalry and heroism, stripping away these higher ideals to reveal the greed, amorality, and lust for power underpinning them. <P><P> Fan Phenomena: Game of Thrones is an exciting new addition to the Intellect series, bringing together academics and fans of Martin’s universe to consider not just the content of the books and HBO series, but fan responses to both. From trivia nights dedicated to minutiae to forums speculating on plot twists to academics trying to make sense of the bizarre climate of Westeros, everyone is talking about Game of Thrones. Edited by Kavita Mudan Finn, the book focuses on the communities created by the books and television series and how these communities envision themselves as consumers, critics, and even creators of fanworks in a wide variety of media, including fiction, art, fancasting, and cosplay.

Game of Thrones: Inside the Creation of a Targaryen Dynasty

by Insight Editions

Discover the filmmaking secrets behind HBO&’s House of the Dragon! With fire and blood, House Targaryen ruled Westeros for over 200 years—a legendary reign depicted in HBO&’s House of the Dragon. Now, fans can embark on an epic behind the scenes journey, with this deluxe coffee table book chronicling the production of the landmark television series. An official collection of concept art, interviews with cast and crew, and stunning unit photography, The Making of HBO&’s House of the Dragon will be the ultimate account of this hugely anticipated television event.

Game of Thrones: The Complete Series (Game Of Thrones X Chronicle Bks.)

by Myles McNutt

Bound in gorgeous gold and silver foil, this remarkable volume celebrates and explores the complex stories, relationships, and world building in HBO's Emmy-award winning Game of Thrones series, from Season 1 through Season 8. The book follows the story of Essos and southern Westeros, with firebreathing dragons and clashing noble houses, and the story of northern Westeros, where the Night King leads his army of the dead across the icy landscape. Mapping bloodlines and battle lines, the approximately 300 pages are filled with stunning photographs, original art, timelines, and charts newly created for this book. This definitive visual guide commemorates this momentous series and offers a must-have companion for every Game of Thrones fan.©2019 Home Box Office, Inc. All rights reserved. Game of Thrones and related trademarks are the property of Home Box Office, Inc.

Game of Thrones: In Memoriam

by Running Press

Game of Thrones: In Memoriam is a tribute to some of the most memorable characters that have died during the course of the first four seasons. The book includes quotes, brief character profiles, and is fully illustrated with series photography throughout.

Game of Thrones: Seasons 1-5

by Running Press

An essential guide to Games of Thrones seasons 1-5, profiling the noble houses of Westeros through their history, family tree, character profiles, photos, and much more.Game of Thrones: The Noble Houses of Westeros Seasons 1-5 serves as a guide to the key houses as their constant struggle for power persists and as the hierarchical structure of the kingdom evolves. The book is filled with essential information including each house's sigil, history, home, family tree, character profiles, and is fully illustrated with series photography throughout.

A Game of Birds and Wolves: The Secret Game That Won the War

by Simon Parkin

1941. The Battle of the Atlantic is a disaster. Thousands of supply ships ferrying vital food and fuel from North America to Britain are being torpedoed by German U-boats. Prime Minister Winston Churchill is lying to the country about the number of British ships sunk. He is lying about the number of British men killed. And worst of all, unless something changes, he knows that Britain is weeks away from being starved into surrender to the Nazis. This is the story of the game of battleships that won the Second World War. In the first week of 1942 a group of unlikely heroes - a retired naval captain and a clutch of brilliant young women, the youngest only seventeen-years-old - gather to form a secret strategy unit. On the top floor of a bomb-bruised HQ in Liverpool, the Western Approaches Tactical Unit spends days and nights designing and playing wargames in an effort to crack the U-boat tactics. A Game of Birds and Wolves takes us from the sweltering fug of a U-boat as the German aces coordinate their wolfpack, to the tense atmosphere of the operation room as the British team plot battles at sea on the map.The story of Operation Raspberry and its unsung heroines has never been told before. Investigative journalist Simon Parkin brings these hidden figures into the light and shows the ingenuity, perseverance and love needed to defeat the Nazis in this gripping tale of war at sea.

Gallo de día murciélago de noche: Momentos únicos, anécdotas y experiencias en carretera

by Toni Aguilar Dani Moreno Xavi Rodríguez

El mágico mundo de la radio ¿Quién no se sentiría orgulloso de levantarse un lunes sabiendo que lo que hace puede cambiar la vida de alguien para mejor? Dani Moreno, radioDJ de Máxima FM, pagaría por ir a trabajar cada día a la radio porque no puede vivir sin ella. En Gallo de día# murciélago de noche encontraremos sus veinte años de carrera como locutor y como DJ. Lo que le ha sucedido delante y detrás de un micrófono, en el escenario, en el estudio, durante las entrevistas a personajes famosos, en el backstage, en la producción, en la publicidad, en las cabinas, en los hoteles, durante los viajes, en los programas en directo, de clubbing. Anécdotas y experiencias diurnas y nocturnas, los oyentes, los mejores DJ del mundo y el reconocimiento: el premio Ondas. Un libro divertido repleto de momentos radiofónicos estelares y sesiones de infarto que surge de la pasión por la música, lleno de positivismo y energía, en el que el Gallo Máximo te cuenta cómo se hizo realidadsu sueño. Una experiencia de lectura interactiva en la que los lectores más marchosos pueden disfrutar -a través de códigos QR- de vídeos en exclusiva, videoclips y de los momentos memorables de Dani Moreno.

A Galaxy of Things: The Power of Puppets and Masks in Star Wars and Beyond

by Colette Searls

A Galaxy of Things explores the ways in which all puppets, masks, makeup-prosthetic figures are "material characters," using iconic Star Wars characters like Yoda and R2-D2 to illustrate what makes them so compelling. As an epic franchise, Star Wars has been defined by creatures, droids, and masked figures since the original 1977 movie. Author Colette Searls, a theatre director and expert in puppetry studies, uncovers how non-humans like Chewbacca, semi-humans like Darth Maul, and even concealed humans like Boba Fett tell meaningful stories that conventional human characters cannot. Searls defines three powers that puppets, masked figures, and other material characters wield—distance, distillation, and duality—and analyzes Star Wars’ most iconic robots and aliens to demonstrate how they work across nearly a half-century of live-action films. Yoda and "Baby Yoda"—two of popular culture’s greatest puppets—use these qualities to transform their human companions. Similarly, Darth Vader’s mask functions as a performing object driving mystery and suspense across three film trilogies. The power of material characters has also been wielded in problematic ways, such as stereotypes in the representation of service droids and controversial creatures like Jar Jar Binks. Bringing readers forward into the first Star Wars live-action streaming series, the book also explores how the early 2020s stories centered material characters in particularly meaningful, often redemptive ways. A Galaxy of Things is an accessible guide to puppets, masks, and other material characters for students and scholars of theatre, film, puppetry, and popular culture studies. It also offers useful perspectives on non-human representation for researchers in object-oriented ontology, posthumanism, ethnic studies, and material culture.

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Showing 12,726 through 12,750 of 19,787 results