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O LiliUokalani
Ruby Hasegawa Lowe Manufacturer: Kamehameha Schools Press ProductGroup: Book Binding: Paperback ASIN: 0873360273 |
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Liliuokalanis Prayer - He Aloha O Ka Haku - The Lords Mercy
Liliuokalani Manufacturer: Iolani Palace ProductGroup: Book Binding: Sheet music ASIN: B000OL43CQ |
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Reach Beyond the Break: The Avery Johnson Story
Jimmie Hand Manufacturer: A&D Communications ProductGroup: Book Binding: Hardcover ASIN: 0972274502 |
Book Description
REACH BEYOND THE BREAK The Avery Johnson Story is far more than a book about a poor, black boy,with a love of the game, that grew up in the New Orleans projects, and went on to become a champion NBA Basketball player. It is that, and more!It is about perserverance, hard work, faith, and lots of love...love, from parents, family, friends, and countless others along the way. Perserverance when all the odds were stacked against him, he had to persist with patient effort and hard work. (That's the hardest...that patient part!)
Avery Johnson gives his best, on and off the court, and that makes him a winner in anybody's book!
Customer Reviews:
Has "self-published" written all over it.......2002-11-15
It's not as if the book contains nothing of interest to readers...it does. Good basketball info and behind-the-scenes content (most from his days with the Spurs) is included.
I'll continue to hold Avery Johnson the basketball player and person in high regard. But Avery "the author" needed more help than this.
Reach Beyond the Break/The Avery Johnson Story.......2002-09-18
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American Animated Films: The Silent Era, 1897-1929
Denis Gifford Manufacturer: Mcfarland & Co Inc Pub ProductGroup: Book Binding: Hardcover ASIN: 0899504604 |
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The Medium of the Video Game
Mark J. P. Wolf Manufacturer: University of Texas Press ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 029279150X |
Book Description
"This book offers a historical, formal analysis of video games that no other book to date has provided in such detail.... Wolf also effectively investigates the scientific and market forces that aligned with the development of video games to create a powerful cultural force."
Heather Gilmour, Executive Producer, American Film Institute New Media Ventures
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.
In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
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... upclose and thorough view of personal cyberspace.......2003-02-17
A "Popular Electronics" January 1975 cover picture of the Altair computer kit prompted the founding of the Homebrew Computer Club, another milestone in history as we know it, which preceded the surge of features and utilities that characterized personal computers with recordable cassette tape drives in the late '70s and early '80s such as Atari, Apple and Commodore. Thus making it relatively easier for individuals to expand creative boundaries, soon to be seen as an inescapable irony allowing some early dark shadows such as "Custer's Revenge" and "FireBug", beginning a long list of collateral, ghastly underworld currents there are now. While we can trust our emerging philosophical inquiries will, in good conscience, examine the pressure to balance those freedoms with responsibility, our generation may so far have not completely charted moral consequences for a healthy society. Obviously video games are not just a fantasy theater, as some might fear, for the furious expression of male adolescent rage fueling new ideologies of terror, misogyny and brutalization throughout the modern world. "First person shooters" can visually and mentally exercise ethnic biases and assorted prejudices that assault human sensibilities and continually challenge the boundaries of those creative freedoms. And we cannot ignore some underground travesties that mimic other "unthinkables" like Columbine, Oklahoma City and Ground Zero.
Now, some groundbreaking museum venues are beginning to provide a quiet, safe harbor for contemplating and celebrating the best of this new American media, even while acknowledging the fears emanating from among its dark shadows that can be millions of times more [exponentially] powerful than the limitations we've known of the Gutenberg effect. For example, the chapter "Hot Circuits: A Video Arcade" by Rochelle Slovin, longtime creative spirit and Director of the American Museum of the Moving Image, presents insightful path markers while continuing in celebrating the best in American media history. AMMI's brilliant series begins with "Hot Circuits: A Video Arcade" 1989, distinguished by its marvelous gallery (and online, ammi.org) presentations continuing through "Expanded Entertainment" 1996, "Computer Space" 1998, and "
The reader may find additional perspectives by looking at "Video Games: A popular Culture Phenomenon" by Berger, 2002 for a social context of sexuality, and at the "Ultimate History of Video Games" by Kent, 2001 for putting David Grossman's fiery challenge to video game violence (Stop Teaching Our Kids to Kill) into an expanded context.
So, "what-if" my new digital appliance today is one thousand times more powerful, at the same price, than my PC ten years ago -- and then my next digital tool ten years from now is again one thousand times more powerful than today, at the same price ...will that million times more powerful tool routinely do things not previously thought of? What-if kids were to spend more time on their computers than watching TV? What-if "...the first primitive versions of the next PC interface have already been delivered ...and they're called video games." What-if we "put more computing power in a video game at the finger tips of a 9-year-old kid than NASA used to put a man on the moon"? What-if that 9-year-old kid in 20 years, comfortably uses a personal digital tool that is yet again a million times more...? Our new digital lifestyle is no more unnatural or less humanistic than book reading of the "Gutenberg Effect" has been. As presented here in "The Medium of the Video Game", AMMI's "Hot Circuits" and sequels elegantly mark a new path for those of us whose lifetime understanding of present reality would have more nearly fitted a society of thirty, forty or fifty years ago. Our historic environmedia landscape and our culture have shifted beneath our feet.
There is one section that I do think deserves praise, the appendix. In the appendix, Wolf has has collected a fairly large listing of resources for video game research. He lists websites, books, and periodical articles as well as emulators. It is a valuable resource. However, I did not find the rest of the book as usefull and cannot really recommend buying it.
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Klamath Heartlands combines photographs, maps, and text in a sturdy and engaging field guide. A series of fold-out and fold-up map pages leads each reader into the forest itself to discover the Tribes' vision and the significance of achieving it.
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a problematic book worth browsing through.......2002-03-30
Wolf is coming from a film theory perspective. Hence he is emphasizing the video part of the term videogame (a notion I disagree with. I feel the fact that they are games is more important than the fact that they are video).
More than this, however, Wolf is concerned with categorization. He lists eleven different types of spacial structures and forty-two different videogame genres. One of the problems with this is that some of his categories are questionable. Amongst his genres he lists diagnostics, demos and utilities. While it may be argued that demos are a distinct genre as they are trying to make you buy the full game (an argument I do not buy), I fail to see how diagnostics or utilities can be classified as genres of games of any sort. His rational seems to be that they come in cartridges or CD-ROM's like games and some game collectors collect them too, so they are the same as games. If you do a web search for his name and the book title you will find this chapter online, so you can make up your own mind about this issue.
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Birth of a medium: video games, art, and moral panic.: An article from: Reason
Jesse Walker
Manufacturer: Reason Foundation
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ASIN: B0008DM8C2
Release Date: 2005-07-31
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Title: Birth of a medium: video games, art, and moral panic.
Author: Jesse Walker
Publication:
Reason (Magazine/Journal)
Date: July 1, 2003
Publisher: Reason Foundation
Volume: 35
Issue: 3
Page: 57(4)
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GURPS Magic Items 3
Jonathan Woodward
Manufacturer: Steve Jackson Games
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Binding: Paperback
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GURPS Magic Items 1 (GURPS: Generic Universal Role Playing System)
GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System)
ASIN: 155634418X
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Admit it!: 21 things you already know but apparently have forgotten regarding client service
Craig S. Galati
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The Promise: How One Woman Made Good on Her Extraordinary Pact to Send a Classroom of 1st Graders to College
Oral Lee Brown , and
Caille Millner
Manufacturer: Doubleday
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Babylon Sisters: A Novel
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Is Bill Cosby Right?: Or Has the Black Middle Class Lost Its Mind?
The Freedom Writers Diary : How a Teacher and 150 Teens Used Writing to Change Themselves and the World Around Them
ASIN: 0385511477
Release Date: 2005-04-05
One morning in 1987 Oral Lee Brown walked into a corner store in East Oakland, California, to buy snacks for work. A little girl asked her for a quarter, and Brown assumed that she wanted to buy candy, but surprisingly she bought bread and bologna—staples for her family.
Later that day Brown couldn’t get the little girl out of her mind. Why wasn’t she in school? Why was she out begging for money to buy food for her family? After several weeks of not being able to sleep, Brown went to look for the girl at the local elementary school and soon found herself in a first-grade classroom. She didn’t find the little girl, but before she left she found herself promising the kids that if they finished high school, she would pay for their college education.
At the time, Oral Lee Brown made only $45,000 a year.
But years later, after annually saving and investing $10,000 of her own money and establishing the Oral Lee Brown Foundation, this remarkable woman made good on her promise: after nineteen of the original twenty-three students graduated from high school, she sent them all to college. And in May of 2003, LaTosha Hunter was the first of Brown’s “babies,” as well as the first person in her family, to graduate from college.
This marvelous and inspiring book is the amazing story of one woman's unending desire to make a difference. And if once was not enough, in 2001 Brown made the same promise to three new classrooms of first-, fifth-, and ninth-graders. Brown and her foundation are now committed to adopting a new crop of kids to send to college every four years.
Brown’s pledge to the students was not without great personal and public sacrifice. Her promise turned her life upside-down—it strained her relationships, and at times required her to work several different jobs. Brown also developed a strong emotional attachment to the children—for many of these students Brown was the one consistent adult in their lives.
In a world short on heroes, altruism, and dedication, THE PROMISE shows that it is still possible to change lives for the better. This book will encourage, uplift, and inspire every reader.
A portion of the proceeds from the book will go to the Oral Lee Brown Foundation. To learn more about the Oral Lee Brown Foundation please visit
www.oralleebrownfoundation.com.
An Inspiring Call to Action.......2007-04-16
This very accessible book should be read by everyone who cares about the education of children from disadvantaged backgrounds.
Inspiring story.......2007-04-05
A model for uplifting our youth. .......2005-10-02
Using A Common Sense Approach For Life.......2005-08-03
I would say, Ms. Brown is most humble and not a star-struck person. She has truly been blessed by God. I can't imagine how she did all this and kept her sanity. God Bless this beautiful woman. I recently retired as a Job Counselor/Placement and mentor for young job seekers from the State of California/EDD. I share in her need to impress upon our children the importance of getting an education, it is the substance needed for a successful and stable lifestyle .
Thank you for allowing me this opportunity to express how much Ms. Brown has influenced me. I am hoping to get her to autograph my book someday.
Bettye Sullivan, Fresno, CA.
Everyone should read this book........2005-05-01
Oral Lee Brown first recognized the very root cause of the brutal cycle of poverty that persists in America (it's the education system, people!), and then she tackled that problem in one of the most extraordinary ways I've ever heard of. Her story is brilliant and inspiring. And as I said before, I hope that it reaches as many people as possible, and will serve as an inspiration to us all. Great story, great lady, 5 stars.
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War for the Every Day: Generals, Knowledge, and Warfare in Early Modern Europe, 1680-1740 (Contributions in Military Studies)
Erik A. Lund
Manufacturer: Greenwood Press
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War for the Every Day Generals: Knowledge, and Warfare in Early Modern Europe, 1680-1740.(Review): An article from: Canadian Journal of History
Hubert C. Johnson
Manufacturer: University of Saskatchewan
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ASIN: B0008IBKTE
Release Date: 2005-07-28
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Title: War for the Every Day Generals: Knowledge, and Warfare in Early Modern Europe, 1680-1740.(Review)
Author: Hubert C. Johnson
Publication:
Canadian Journal of History (Refereed)
Date: August 1, 2001
Publisher: University of Saskatchewan
Volume: 36
Issue: 2
Page: 343
Article Type: Book Review
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WAR FOR EVERY DAY. GENERALS, KNOWLEDGE & WARFARE IN EARLY MODERN EUROPE 1680-1740
E.A. Lund
Manufacturer: Greenwood Press
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Child Welfare and Family Services: Policies and Practice, Seventh Edition
Susan Whitelaw Downs ,
Ernestine Moore ,
Emily Jean McFadden ,
Susan Michaud , and
Lela B. Costin
Manufacturer: Allyn & Bacon
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Binding: Hardcover
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ASIN: 0205360076
Child Welfare and Family Services: Policies and Practice, Seventh Edition by Susan Whitelaw Downs [Hardcover] .......2005-09-26
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Child Welfare and Family Services: Policies and Practice, Seventh Edition
Susan Whitelaw Downs; Ernestine Moore; Emily Jean McFadden; Susan Michaud; Lela B. Costin
Manufacturer: Allyn & Bacon
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ASIN: B000OP5EQQ
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Klamath Heartlands: A Guide To The Klamath Reservation Forest Plan
Edward C. Wolf
Manufacturer: Ecotrust
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ASIN: 0967636434