Author: Joan Holub
Publisher: Simon and Schuster
ISBN: 1442449349
Category : Juvenile Fiction
Languages : en
Pages : 177
Book Description
The first-ever standalone superspecial in the Goddess Girls series—let the games begin! Athena, Medusa, Artemis, and Persephone are sick and tired of being left out of the annual boys-only Olympic Games. Their solution? The Girl Games! But as the Goddess Girls work to make their dream into a reality, they come up against plenty of chaos and competition. Told in alternating points of view, this superspecial is packed with Olympic spirit!
The Girl Games
Author: Joan Holub
Publisher: Simon and Schuster
ISBN: 1442449349
Category : Juvenile Fiction
Languages : en
Pages : 177
Book Description
The first-ever standalone superspecial in the Goddess Girls series—let the games begin! Athena, Medusa, Artemis, and Persephone are sick and tired of being left out of the annual boys-only Olympic Games. Their solution? The Girl Games! But as the Goddess Girls work to make their dream into a reality, they come up against plenty of chaos and competition. Told in alternating points of view, this superspecial is packed with Olympic spirit!
Publisher: Simon and Schuster
ISBN: 1442449349
Category : Juvenile Fiction
Languages : en
Pages : 177
Book Description
The first-ever standalone superspecial in the Goddess Girls series—let the games begin! Athena, Medusa, Artemis, and Persephone are sick and tired of being left out of the annual boys-only Olympic Games. Their solution? The Girl Games! But as the Goddess Girls work to make their dream into a reality, they come up against plenty of chaos and competition. Told in alternating points of view, this superspecial is packed with Olympic spirit!
Sissy Star
Author: D L Savage
Publisher: Independently Published
ISBN: 9781688159525
Category :
Languages : en
Pages : 110
Book Description
Adam becomes Amy in an adventure he'll NEVER forget ...Adam is about to take a whirlwind journey of transformation and feminization, as he goes from straight college boy to dolled up contestant on this year's Sissy Star competition. He only went to the audition to give his room mate moral support, but before he knows it, Adam finds himself the star of the show! But as the challenges become more intense, Adam wonders if he has what it takes to succeed ... At over TWICE the length of her usual books, D.L. Savage's brand new novella Sissy Star will take you on a wild ride you'll never forget!
Publisher: Independently Published
ISBN: 9781688159525
Category :
Languages : en
Pages : 110
Book Description
Adam becomes Amy in an adventure he'll NEVER forget ...Adam is about to take a whirlwind journey of transformation and feminization, as he goes from straight college boy to dolled up contestant on this year's Sissy Star competition. He only went to the audition to give his room mate moral support, but before he knows it, Adam finds himself the star of the show! But as the challenges become more intense, Adam wonders if he has what it takes to succeed ... At over TWICE the length of her usual books, D.L. Savage's brand new novella Sissy Star will take you on a wild ride you'll never forget!
The Girl Who Was on Fire (Movie Edition)
Author: Leah Wilson
Publisher: BenBella Books, Inc.
ISBN: 1936661594
Category : Juvenile Nonfiction
Languages : en
Pages : 273
Book Description
Includes 3 brand new essays on Gale, the Games, and Mockingjay! **Already read the first edition of The Girl Who Was on Fire? Look for The Girl Who Was on Fire - Booster Pack to get just the three new essays and the extra movie content.** Katniss Everdeen's adventures may have come to an end, but her story continues to blaze in the hearts of millions worldwide. In The Girl Who Was on Fire - Movie Edition, sixteen YA authors take you back to the world of the Hunger Games with moving, dark, and funny pieces on Katniss, the Games, Gale and Peeta, reality TV, survival, and more. From the trilogy's darker themes of violence and social control to fashion and weaponry, the collection's exploration of the Hunger Games reveals exactly how rich, and how perilous, Panem, and the series, really is. • How does the way the Games affect the brain explain Haymitch's drinking, Annie's distraction, and Wiress' speech problems? • What does the rebellion have in common with the War on Terror? • Why isn't the answer to “Peeta or Gale?" as interesting as the question itself? • What should Panem have learned from the fates of other hedonistic societies throughout history—and what can we? CONTRIBUTORS: Jennifer Lynn Barnes, Mary Borsellino, Sarah Rees Brennan, Terri Clark, Bree Despain, Adrienne Kress, Sarah Darer Littman, Cara Lockwood, Elizabeth M. Rees, Carrie Ryan, Ned Vizzini, Lili Wilkinson, Blythe Woolston, Diana Peterfreund (NEW), Brent Hartinger (NEW), Jackson Pearce (NEW)
Publisher: BenBella Books, Inc.
ISBN: 1936661594
Category : Juvenile Nonfiction
Languages : en
Pages : 273
Book Description
Includes 3 brand new essays on Gale, the Games, and Mockingjay! **Already read the first edition of The Girl Who Was on Fire? Look for The Girl Who Was on Fire - Booster Pack to get just the three new essays and the extra movie content.** Katniss Everdeen's adventures may have come to an end, but her story continues to blaze in the hearts of millions worldwide. In The Girl Who Was on Fire - Movie Edition, sixteen YA authors take you back to the world of the Hunger Games with moving, dark, and funny pieces on Katniss, the Games, Gale and Peeta, reality TV, survival, and more. From the trilogy's darker themes of violence and social control to fashion and weaponry, the collection's exploration of the Hunger Games reveals exactly how rich, and how perilous, Panem, and the series, really is. • How does the way the Games affect the brain explain Haymitch's drinking, Annie's distraction, and Wiress' speech problems? • What does the rebellion have in common with the War on Terror? • Why isn't the answer to “Peeta or Gale?" as interesting as the question itself? • What should Panem have learned from the fates of other hedonistic societies throughout history—and what can we? CONTRIBUTORS: Jennifer Lynn Barnes, Mary Borsellino, Sarah Rees Brennan, Terri Clark, Bree Despain, Adrienne Kress, Sarah Darer Littman, Cara Lockwood, Elizabeth M. Rees, Carrie Ryan, Ned Vizzini, Lili Wilkinson, Blythe Woolston, Diana Peterfreund (NEW), Brent Hartinger (NEW), Jackson Pearce (NEW)
From Barbie® to Mortal Kombat
Author: Justine Cassell
Publisher: MIT Press
ISBN: 9780262531689
Category : Social Science
Languages : en
Pages : 400
Book Description
Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam
Publisher: MIT Press
ISBN: 9780262531689
Category : Social Science
Languages : en
Pages : 400
Book Description
Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam
The Games Black Girls Play
Author: Kyra D. Gaunt
Publisher: NYU Press
ISBN: 0814731201
Category : Games & Activities
Languages : en
Pages : 239
Book Description
Illustrates how black musical styles are incorporated into the earliest games African American girls learn--how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. - from publisher information.
Publisher: NYU Press
ISBN: 0814731201
Category : Games & Activities
Languages : en
Pages : 239
Book Description
Illustrates how black musical styles are incorporated into the earliest games African American girls learn--how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. - from publisher information.
Games and Giggles Just for Girls!
Author:
Publisher: American Girl Publishing Incorporated
ISBN: 9781562472320
Category : Juvenile Nonfiction
Languages : en
Pages : 100
Book Description
Includes an assortment of wordsearches, crossword puzzles, and word games, tricks, mazes, number games, travel games, and more.
Publisher: American Girl Publishing Incorporated
ISBN: 9781562472320
Category : Juvenile Nonfiction
Languages : en
Pages : 100
Book Description
Includes an assortment of wordsearches, crossword puzzles, and word games, tricks, mazes, number games, travel games, and more.
Games for Girl Scouts
Author: Girl Scouts of the United States of America
Publisher: Prentice Hall
ISBN: 9780884413479
Category : Games
Languages : en
Pages : 128
Book Description
Publisher: Prentice Hall
ISBN: 9780884413479
Category : Games
Languages : en
Pages : 128
Book Description
The Girl and the Game
Author: M. Ann Hall
Publisher: University of Toronto Press
ISBN: 144263412X
Category : History
Languages : en
Pages : 425
Book Description
In this new edition of her groundbreaking social history The Girl and the Game (2002), M. Ann Hall updates her lively narrative of how women resisted masculine hegemony in Canadian sport and, in turn, how their efforts were opposed and sometimes supported by men. The second edition of The Girl and the Game begins with an important new chapter on aboriginal women and their interaction with early sport and ends with a new chapter on how trends and issues facing contemporary women in Canadian sport have their origins in the past. Other new sections focus on gender and the residential school system, the promotion of women's track and field, the 1928 summer Olympics and the Matchless Six, and aboriginal sportswomen. As in the first edition, Hall introduces her audience to more obscure Canadian female athletes rather than focusing her discussion on household names. The introduction to the new edition has been updated to reflect the content changes in the narrative. To increase appeal to the course market, chapter titles are more descriptive, the text has been revised to include more subsections, and the 52 black and white images are placed throughout the text.
Publisher: University of Toronto Press
ISBN: 144263412X
Category : History
Languages : en
Pages : 425
Book Description
In this new edition of her groundbreaking social history The Girl and the Game (2002), M. Ann Hall updates her lively narrative of how women resisted masculine hegemony in Canadian sport and, in turn, how their efforts were opposed and sometimes supported by men. The second edition of The Girl and the Game begins with an important new chapter on aboriginal women and their interaction with early sport and ends with a new chapter on how trends and issues facing contemporary women in Canadian sport have their origins in the past. Other new sections focus on gender and the residential school system, the promotion of women's track and field, the 1928 summer Olympics and the Matchless Six, and aboriginal sportswomen. As in the first edition, Hall introduces her audience to more obscure Canadian female athletes rather than focusing her discussion on household names. The introduction to the new edition has been updated to reflect the content changes in the narrative. To increase appeal to the course market, chapter titles are more descriptive, the text has been revised to include more subsections, and the 52 black and white images are placed throughout the text.
Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 327
Book Description
A New York Times Book Review Editors’ Choice "Beguiling, mesmerizing, and utterly charming." —Stefan Fatsis, author of Word Freak A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 327
Book Description
A New York Times Book Review Editors’ Choice "Beguiling, mesmerizing, and utterly charming." —Stefan Fatsis, author of Word Freak A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
The Girl
Author: Samantha Geimer
Publisher: Simon and Schuster
ISBN: 1476716846
Category : Biography & Autobiography
Languages : en
Pages : 272
Book Description
In this searing memoir, the author, "the girl" at the center of the infamous Roman Polanski sexual assault case, breaks a virtual thirty-five year silence to tell her story and reflect on the events of that day and their lifelong repercussions. March 1977, Southern California. Roman Polanski drives a rented Mercedes along Mulholland Drive to Jack Nicholson's house. Sitting next to him is an aspiring actress, Samantha Geimer, recently arrived from York, Pennsylvania. She is thirteen years old. The undisputed facts of what happened in the following hours appear in the court record: Polanski spent hours taking pictures of Samantha on a deck overlooking the Hollywood Hills, on a kitchen counter, topless in a Jacuzzi. Wine and Quaaludes were consumed, balance and innocence were lost, and a young girl's life was altered forever, eternally cast as a background player in her own story. For months on end, the Polanski case dominated the media in the U.S. and abroad. But even with the extensive coverage, much about that day and the girl at the center of it all remains a mystery. Just about everyone had an opinion about the renowned director and the girl he was accused of drugging and raping. Who was the predator? Who was the prey? Was the girl an innocent victim or a cunning Lolita artfully directed by her ambitious stage mother? How could the criminal justice system have failed all the parties concerned in such a spectacular fashion? Once Polanski fled the country, what became of Samantha, the young girl forever associated with one of Hollywood's most notorious episodes? Samantha, as much as Polanski, has been a fugitive since the events of that night more than thirty years ago. Taking us far beyond the headlines, this memoir reveals a thirteen-year-old who was simultaneously wise beyond her years and yet terribly vulnerable. By telling her story in full for the first time, Samantha reclaims her identity, and indelibly proves that it is possible to move forward from victim to survivor, from confusion to certainty, from shame to strength.
Publisher: Simon and Schuster
ISBN: 1476716846
Category : Biography & Autobiography
Languages : en
Pages : 272
Book Description
In this searing memoir, the author, "the girl" at the center of the infamous Roman Polanski sexual assault case, breaks a virtual thirty-five year silence to tell her story and reflect on the events of that day and their lifelong repercussions. March 1977, Southern California. Roman Polanski drives a rented Mercedes along Mulholland Drive to Jack Nicholson's house. Sitting next to him is an aspiring actress, Samantha Geimer, recently arrived from York, Pennsylvania. She is thirteen years old. The undisputed facts of what happened in the following hours appear in the court record: Polanski spent hours taking pictures of Samantha on a deck overlooking the Hollywood Hills, on a kitchen counter, topless in a Jacuzzi. Wine and Quaaludes were consumed, balance and innocence were lost, and a young girl's life was altered forever, eternally cast as a background player in her own story. For months on end, the Polanski case dominated the media in the U.S. and abroad. But even with the extensive coverage, much about that day and the girl at the center of it all remains a mystery. Just about everyone had an opinion about the renowned director and the girl he was accused of drugging and raping. Who was the predator? Who was the prey? Was the girl an innocent victim or a cunning Lolita artfully directed by her ambitious stage mother? How could the criminal justice system have failed all the parties concerned in such a spectacular fashion? Once Polanski fled the country, what became of Samantha, the young girl forever associated with one of Hollywood's most notorious episodes? Samantha, as much as Polanski, has been a fugitive since the events of that night more than thirty years ago. Taking us far beyond the headlines, this memoir reveals a thirteen-year-old who was simultaneously wise beyond her years and yet terribly vulnerable. By telling her story in full for the first time, Samantha reclaims her identity, and indelibly proves that it is possible to move forward from victim to survivor, from confusion to certainty, from shame to strength.