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A Game Called Malice: A Rebus Play
by Ian Rankin Simon ReadeA delicious, and somewhat drunken, dinner party segues into a murder mystery game created by the hostess. However, the parlour game may hold clues about the dark truths hiding just under the surface of this genteel gathering...As suspects, clues and red herrings are sifted - it seems one of the guests has an unfair advantage: John Rebus, an ex-detective who used to do this for a living. But is he playing another game, one to which only he knows the rules, that will soon be revealed? As the tension rises, one by one, all their secrets will come out - and there is a shocking discovery that awaits them all...
The Game Is Afoot: Parodies, Pastiches and Ponderings of Sherlock Holmes
by Marvin KayeThis long awaited volume finally brings to light several cases of the world's most renowned detective originally suppressed to avoid causing scandal and embarrassment to the Crown, to public figures, or to Sherlock Holmes himself. Now, finally, the truth is revealed about Holmes' exploits involving such figures as Ida Tarbell, Consuelo Vanderbilt, P. G. Wodehouse, and James McNeil Whistler. Related by diverse hands, including Watson, Inspector Lestrade, and Holmes himself, detailing untold incidents involving the Titanic, Holmes' rematch with Irene Adler, the childhoods of both Holmes and Watson, and one unfortunate result of Holmes' facility with disguise, this cornucopia of Sherlockiana will delight fans young and not-so-young.
Game-Journalismus: Grundlagen – Themen – Spannungsfelder. Ein Handbuch
by Benjamin Bigl Sebastian StoppeDas Handbuch „Game-Journalismus“ bespricht erstmalig im deutschsprachigen Raum ein wenig beachtetes journalistisches Berufsfeld. Es führt kompakt in die Grundlagen des Game-Journalismus sowie dessen Entwicklung und Ausdifferenzierung ein und bespricht Trends und Herausforderungen für Journalismus, Spielerinnen und Spieler. Der Band zeigt die Vielfalt des Berufsfelds in den unterschiedlichen Mediengattungen und -formen, denn Games haben nicht nur einen festen Platz in der Kultur-, Wissenschafts- und Technikberichterstattung. Games und Phänomene der Computerspielekultur werden zunehmend auch in Online-Magazinen, professionellen und privaten Blogs, Podcasts und Video-Kanälen behandelt. Laien machen als Game-Influencer den etablierten Berufsfeldern Konkurrenz. Ausführlich werden Spannungsfelder reflektiert, mit denen Game-Journalisten konfrontiert werden und in denen sie agieren. Zudem werden aktuelle Befunde, Anforderungen des Jugendschutzes und des Urheberrechts, Monetarisierungsstrategien, die Veränderungen der Medienlandschaft sowie neue Vermittler und deren kreative Nutzerprodukte dargestellt und Vorschläge für die Aus- und Weiterbildung vom Game-Journalisten unterbreitet. Das Buch bietet sowohl wissenschaftliche als auch praktische Perspektiven auf eine vielfältige Publikationslandschaft und ist als ein Beitrag zur Erforschung des Game-Journalismus konzipiert.
The Game of Probability: Literature and Calculation from Pascal to Kleist
by Rudiger CampeThere exist literary histories of probability and scientific histories of probability, but it has generally been thought that the two did not meet. Campe begs to differ. Mathematical probability, he argues, took over the role of the old probability of poets, orators, and logicians, albeit in scientific terms. Indeed, mathematical probability would not even have been possible without the other probability, whose roots lay in classical antiquity. The Game of Probabilityrevisits the seventeenth and eighteenth-century "probabilistic revolution," providing a history of the relations between mathematical and rhetorical techniques, between the scientific and the aesthetic. This was a revolution that overthrew the "order of things," notably the way that science and art positioned themselves with respect to reality, and its participants included a wide variety of people from as many walks of life. Campe devotes chapters to them in turn. Focusing on the interpretation of games of chance as the model for probability and on the reinterpretation of aesthetic form as verisimilitude (a critical question for theoreticians of that new literary genre, the novel), the scope alone of Campe's book argues for probability's crucial role in the constitution of modernity.
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-LópezThis 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 On: How Sports Media Grew Up, Sold Out, and Got Personal with Billions of Fans
by David BockinoGame On tells the story of how and why the sports media industry grew to become one of the most important and profitable components of the global entertainment landscape.
Game Poems: Videogame Design as Lyric Practice
by Jordan MagnusonScholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. “Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design “Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT “[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats “Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives “For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University “In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center “Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology “A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘
Gameful Second and Foreign Language Teaching and Learning: Theory, Research, and Practice (New Language Learning and Teaching Environments)
by Jonathon ReinhardtThis book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.
Games and Gaming in Early Modern Drama: Stakes and Hazards (Early Modern Literature in History)
by Caroline BairdThis book is a close taxonomic study of the pivotal role of games in early modern drama. The presence of the game motif has often been noticed, but this study, the most comprehensive of its kind, shows how games operate in more complex ways than simple metaphor and can be syntheses of emblem and dramatic device. Drawing on seventeenth-century treatises, including Francis Willughby’s Book of Games, which only became available in print in 2003, and divided into chapters on Dice, Cards, Tables (Backgammon), and Chess, the book brings back into focus the symbolism and divinatory origins of games. The work of more than ten dramatists is analysed, from the Shakespeare and Middleton canon to rarer plays such as The Spanish Curate, The Two Angry Women of Abington and The Cittie Gallant. Games and theatre share common ground in terms of performance, deceit, plotting, risk and chance, and the early modern playhouse provided apt conditions for vicarious play. From the romantic chase to the financial gamble, and in legal contest and war, the twenty-first century is still engaging the game. With its extensive appendices, the book will appeal to readers interested in period games and those teaching or studying early modern drama, including theatre producers, and awareness of the vocabulary of period games will allow further references to be understood in non-dramatic texts.
Games and Gaming in Medieval Literature
by Serina PattersonGames and Gaming in Medieval Literature constitutes the first collection that explores the depth and breadth of games in medieval literature and culture. With geographical and methodological diversity of interdisciplinary scholarship, this volume presents fresh critical discussions of medieval games as vehicles for cultural signification, and challenges scholars to reconsider how games were understood by medieval writers, compilers, scribes, players, audiences, and communities. Chapters span from the twelfth to the sixteenth centuries, and cover Europe from England, France, Denmark, Poland, and Spain. This volume not only brings to the forefront a re-examination of medieval games in diverse social settings - the Church, the court, the school, and the gentry household - but also their multifaceted relation to literary discourses as systems of meaning, interactive experiences, and modes of representation.
Games for Reading: Playful Ways To Help Your Child Read
by Peggy KayeHERE ARE OVER SEVENTY GAMES TO HELP YOUR CHILD LEARN TO READ--AND LOVE IT.Peggy Kaye's Games for Reading helps children read by doing just what kids like best: playing games. There is a "bingo" game that helps children learn vocabulary. There is a rhyming game that helps them hear letter sounds more accurately. There are mazes and puzzles, games that train the eye to see patterns of letters, games that train the ear so a child can sound out words, games that awaken a child's imagination and creativity, and games that provide the right spark to fire a child's enthusiasm for reading. There are games in which your child has to act silly and games--sure to be any child's favorite--in which you do.Easy to follow and easy to play, these games are ideal for busy, working parents. You can read a game in a few minutes and start to play right away. You can play on car trips, while doing the laundry, or while cooking. These games are so much fun for the whole family that you may forget their serious purpose. But they will help all beginning readers--those who have reading problems and those who do not--learn to read and want to read.Games for Reading also includes a list of easy-to-read books and books for reading aloud, and a "Note to Teachers" on how to play these games in their classrooms.From the Trade Paperback edition.
Games of History: Games and Gaming as Historical Sources (Routledge Guides to Using Historical Sources)
by Apostolos SpanosGames of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.
Games of Inheritance: Kabbalah, Tradition, and Authorship in Jorge Luis Borges
by Yitzhak LewisGames of Inheritance explores the thought of Argentine author and public intellectual Jorge Luis Borges (1899–1986) on questions of authorship and literary tradition. The book focuses on Borges’s engagement with Jewish literary and intellectual traditions, highlighting the role of this engagement in developing and expressing his views on these questions. The book argues that the primary relevance of Borges’s persistent reference to “the Judaic” is not for understanding his attitude toward Jews and Judaism but for understanding his position in contemporary Argentinian debates about nationalism and literature, empire and postcolonialism, and populism and aesthetics. By broadening the frame of Borges and the Judaic, this book shifts the scholarly focus to the poetic utility of Borges’s engagement with Jewish literary and intellectual traditions. This allows a better understanding of the nuance of his views on the issues that most animate his oeuvre: authorship and writing, literature and tradition.
Games of Property: Law, Race, Gender, and Faulkner's Go Down, Moses
by Thadious M. DavisIn Games of Property, distinguished critic Thadious M. Davis provides a dazzling new interpretation of William Faulkner's Go Down, Moses. Davis argues that in its unrelenting attention to issues related to the ownership of land and people, Go Down, Moses ranks among Faulkner's finest and most accomplished works. Bringing together law, social history, game theory, and feminist critiques, she shows that the book is unified by games--fox hunting, gambling with cards and dice, racing--and, like the law, games are rule-dependent forms of social control and commentary. She illuminates the dual focus in Go Down, Moses on property and ownership on the one hand and on masculine sport and social ritual on the other. Games of Property is a masterful contribution to understandings of Faulkner's fiction and the power and scope of property law.
Games, Rhymes, and Wordplay of London Children
by N. G. KelseyThis book presents a unique annotated collection of some 2000 playground games, rhymes, and wordplay of London children. It charts continuity and development in childlore at a time of major social and cultural change and offers a detailed snapshot of changes in the traditions and language of young people. Topics include: starting a game; counting-out rhymes; games (without songs); singing and chanting games; clapping, skipping, and ball bouncing games; school rhymes and parodies; teasing and taunting; traditional belief and practice; traditional wordplay; and a concluding miscellany. Recorded mainly in the 1980s by primary schoolteacher Nigel Kelsey, transcribed verbatim from the children’s own words, and accompanied by extensive commentaries and annotation, the book sets a wealth of new information in the wider historical and contemporary context of existing studies in Britain, Ireland, and other parts of the English-speaking world. This valuable new resource will open new avenues for research and be of particular interest to folklorists and linguists, as well as to those working across the full spectrum of social, cultural, and educational studies.
Games with Codes and Ciphers
by Norvin PallasIntrigue your friends with birthday prophecies, spin a mystifying wheel of fortune, travel through the Valley of Fear, and take on Dad's Challenge! This collection presents scores of intriguing brainteasers from the fascinating world of codes and ciphers. Assembled by a master puzzle-maker, these activities are inspired by sources as diverse as the Sherlock Holmes stories and the procedures of the U.S. Navy. Code-breakers ages 8 and up can go on cryptic treasure hunts, engage in surreptitious writing, send secret messages, and learn all about fingerprinted words. Other puzzles feature a foolproof code (perfect for keeping a private diary), three-letter patterns, a nonreciprocal alphabet, and much more. The stimulating and entertaining challenges include easy-to-follow directions as well as complete solutions.
Gamification Design: Wie spielerische Elemente die Nutzung von Geschäftsanwendungen beflügeln
by Stefan WagenpfeilGamification hat längst den Bereich der Computerspiele verlassen und ist zu einem wichtigen Werkzeug geworden, um Anwendungen zu entwickeln, die Benutzer*innen fördern, fordern und fesseln. In diesem Buch werden die Konzepte der Gamification, grundlegende Modelle und deren Anwendungsbereiche behandelt. Zudem erhalten Sie konkrete Handlungsempfehlungen und Herangehensweisen für die praktische Umsetzung. Sie benötigen keine Programmierkenntnisse, sollten jedoch Interesse an technischen und theoretischen Zusammenhängen mitbringen, um mithilfe von Gamification gezielt Ihre Anwendungen zu planen und umzusetzen. Erfahren Sie, wie Sie mit Gamification mehr Akzeptanz und Effizienz erreichen können. Das Lehrbuch führt ein solides wissenschaftliches Fundament ein, auf dem dann die tiefergehenden Konzepte angewandt und anhand diverser Fallbeispiele illustriert werden. Es eignet sich für Studierende der Informatik, Wirtschaftsinformatik oder Betriebswirtschaft (mit technischem Interesse), sowie IT-Manager, Software-Architekten oder Product Owner in Unternehmen. Zusätzliche Fragen per App: Laden Sie die Springer-Nature-FlashcardsApp kostenlos herunter und nutzen Sie exklusives Zusatzmaterial, um Ihr Wissen zu prüfen.
The Gamification of Digital Journalism: Innovation in Journalistic Storytelling
by David O. DowlingThis book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.
Gaming the Stage: Playable Media and the Rise of English Commercial Theater (Theater: Theory/Text/Performance)
by Gina BloomRich 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.
Gandhi’s Autobiographical Construction of Selfhood: The Story of His Experiments with Truth
by Clara NearyThis book addresses the topics of autobiography, self-representation and status as a writer in Mahatma Gandhi's autobiographical work The Story of My Experiments with Truth (1927, 1929). Gandhi remains an elusive figure, despite the volumes of literature written on him in the seven decades since his assassination. Scholars and biographers alike agree that “no work on his life has portrayed him in totality” (Desai, 2009), and, although “arguably the most popular figure of the first half of the twentieth century” and “one of the most eminent luminaries of our time,” Gandhi the individual remains “as much an enigma as a person of endless fascination” (Murrell, 2008). Yet there has been relatively little scholarly engagement with Gandhi’s autobiography, and published output has largely been concerned with mining the text for its biographical details, with little concern for how Gandhi represents himself. The author addresses this gap in the literature, while also considering Gandhi as a writer. This book provides a close reading of the linguistic structure of the text with particular focus upon Gandhi’s self-representation, drawing on a cognitive stylistic framework for analysing linguistic representations of selfhood (Emmott 2002). It will be of interest to stylisticians, cognitive linguists, discourse analysts, and scholars in related fields such as Indian literature and postcolonial studies.
Gandhi's Printing Press
by Isabel HofmeyrAt the same time that Gandhi, as a young lawyer in South Africa, began fashioning the tenets of his political philosophy, he was absorbed by a seemingly unrelated enterprise: creating a newspaper. Gandhiâe(tm)s Printing Press is an account of how this project, an apparent footnote to a titanic career, shaped the man who would become the world-changing Mahatma. Pioneering publisher, experimental editor, ethical anthologistâe"these roles reveal a Gandhi developing the qualities and talents that would later define him. Isabel Hofmeyr presents a detailed study of Gandhiâe(tm)s work in South Africa (1893âe"1914), when he was the some-time proprietor of a printing press and launched the periodical Indian Opinion. The skills Gandhi honed as a newspapermanâe"distilling stories from numerous sources, circumventing shortages of typeâe"influenced his spare prose style. Operating out of the colonized Indian Ocean world, Gandhi saw firsthand how a global empire depended on the rapid transmission of information over vast distances. He sensed that communication in an industrialized age was becoming calibrated to technological tempos. But he responded by slowing the pace, experimenting with modes of reading and writing focused on bodily, not mechanical, rhythms. Favoring the use of hand-operated presses, he produced a newspaper to contemplate rather than scan, one more likely to excerpt Thoreau than feature easily glossed headlines. Gandhiâe(tm)s Printing Press illuminates how the concentration and self-discipline inculcated by slow reading, imbuing the self with knowledge and ethical values, evolved into satyagraha, truth-force, the cornerstone of Gandhiâe(tm)s revolutionary idea of nonviolent resistance.
The Gang that Wouldn’t Write Straight: Wolfe, Thompson, Didion, and the New Journalism Revolution
by Marc WeingartenIn the 1960s and 1970s, a revolutionary style of journalism emerged in the United States. In this accessible account, Weingarten describes how writers such as Tom Wolfe, Hunter S. Thompson, and Joan Didion discarded the traditional tools of objective reporting in order to immerse themselves in the stories they covered. He also celebrates the leadership of magazine editors such as Harold Hayes and Clay Felker, who helped make the movement possible. Annotation ©2006 Book News, Inc. , Portland, OR (booknews. com)
Gangway!: Sea Language Comes Ashore
by Paul Dickson Joanna Carver ColcordLandlubbers use a remarkable number of terms and expressions that originated at sea. This readable dictionary of maritime vernacular explains the meanings behind "catspaw," "kick the bucket," "palaver," "three sheets in the wind," and other curious lingo. It's a great gift for any sailor or lover of language. "Entertaining and informative." -- The Washington Post.
Garbage Day with Paige
by Joan Fleiss Kaplan"These appealing decodable stories nurture early literacy development, which translates into building new readers' self-confidence. This, in turn, quickens the pace at which genuine reading comprehension is achieved ..."--Epsbooks.com.
García Márquez
by Gene H. Bell-VilladaGabriel Garcia Marquez is one of the most influential writers of our time, with a unique literary creativity rooted in the history of his native Colombia. This revised and expanded edition of a classic work is the first book of criticism to consider in detail the totality of Garcia Marquez's magnificent oeuvre.In a beautifully written examination, Gene Bell-Villada traces the major forces that have shaped the novelist and describes his life, his personality, and his politics. For this edition, Bell-Villada adds new chapters to cover all of Garcia Marquez's fiction since 1988, from The General in His Labyrinth through Memories of My Melancholy Whores, and includes sections on his memoir, Living to Tell the Tale, and his journalistic account, News of a Kidnapping. Moreover, new information about Garcia Marquez's biography and artistic development make this the most comprehensive account of his life and work available.