Author: Robert Kirkman
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
Magna and her party surprise Andrea. As the sun sets over Hilltop, a new threat emerges.
The Walking Dead #132
Author: Robert Kirkman
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
Magna and her party surprise Andrea. As the sun sets over Hilltop, a new threat emerges.
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
Magna and her party surprise Andrea. As the sun sets over Hilltop, a new threat emerges.
The Walking Dead Vol. 22
Author: Robert Kirkman
Publisher: Image Comics
ISBN: 1632152649
Category : Comics & Graphic Novels
Languages : en
Pages : 164
Book Description
In the aftermath of ALL OUT WAR we discover...A NEW BEGINNING. Collects THE WALKING DEAD #127-132.
Publisher: Image Comics
ISBN: 1632152649
Category : Comics & Graphic Novels
Languages : en
Pages : 164
Book Description
In the aftermath of ALL OUT WAR we discover...A NEW BEGINNING. Collects THE WALKING DEAD #127-132.
The Walking Dead #159
Author: Robert Kirkman
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
"THE WHISPERER WAR," Part Three. The war rages on.
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
"THE WHISPERER WAR," Part Three. The war rages on.
The World of The Walking Dead
Author: Matthew Freeman
Publisher: Routledge
ISBN: 1351399292
Category : Social Science
Languages : en
Pages : 122
Book Description
An accessible introduction to the world of The Walking Dead, this book looks across platforms and analytical frameworks to characterize the fictional world of The Walking Dead and how its audiences make use of it. From comics and television to social media, apps, and mobile games, utilizing concepts derived from literary studies, media studies, history, anthropology, and religious studies, Matthew Freeman examines the functions and affordances of new digital platforms. In doing so, he establishes a new transdisciplinary framework for analyzing imaginary worlds across multiple media platforms, bolstering the critical arena of world-building studies by providing a greater array of vocabulary, concepts, and approaches. The World of The Walking Dead is an engaging exploration of stories, their platforms, and their reception, ideal for students and scholars of world-building, film and TV studies, new media, and everything in-between.
Publisher: Routledge
ISBN: 1351399292
Category : Social Science
Languages : en
Pages : 122
Book Description
An accessible introduction to the world of The Walking Dead, this book looks across platforms and analytical frameworks to characterize the fictional world of The Walking Dead and how its audiences make use of it. From comics and television to social media, apps, and mobile games, utilizing concepts derived from literary studies, media studies, history, anthropology, and religious studies, Matthew Freeman examines the functions and affordances of new digital platforms. In doing so, he establishes a new transdisciplinary framework for analyzing imaginary worlds across multiple media platforms, bolstering the critical arena of world-building studies by providing a greater array of vocabulary, concepts, and approaches. The World of The Walking Dead is an engaging exploration of stories, their platforms, and their reception, ideal for students and scholars of world-building, film and TV studies, new media, and everything in-between.
The Dark Frigate
Author: Charles Boardman Hawes
Publisher: Lindhardt og Ringhof
ISBN: 8728291018
Category : Fiction
Languages : en
Pages : 229
Book Description
Philip Marsham is orphaned by a shocking accident and he flees to London in fear of his life. There he joins the dark frigate ‘Rose of Devon’, bound for safety in Newfoundland. But before they reach their destination, Philip’s life is in danger once again as pirates seize the ship. Forced to join their company, Philip is now an outlaw too, with only the hangman’s noose awaiting him in England. Set in the 17th century, ‘The Dark Frigate’ is a classic children’s sea faring adventure by the American writer Charles Boardman Hawes. Full of betrayal, battles, bloodshed and gold, this is a story that will appeal to seafarers of all ages. Charles Boardman Hawes (1889 – 1923) was an American writer of children’s historical sea adventures. He was best known for his three novels ‘The Mutineers’, ‘The Great Quest’ and ‘The Dark Frigate’. In 1922, The American Library Association selected The Great Quest’ as a Newbery Honour Book. He was also posthumously awarded the 1924 Newberry Medal for his novel ‘The Dark Frigate.’ Hawes was known for his book’s historical authenticity thanks to his extensive research and his sea adventures have seen him compared to Herman Melville. Fans of Johnny Depp and 'Pirates of the Caribbean' would appreciate his books.
Publisher: Lindhardt og Ringhof
ISBN: 8728291018
Category : Fiction
Languages : en
Pages : 229
Book Description
Philip Marsham is orphaned by a shocking accident and he flees to London in fear of his life. There he joins the dark frigate ‘Rose of Devon’, bound for safety in Newfoundland. But before they reach their destination, Philip’s life is in danger once again as pirates seize the ship. Forced to join their company, Philip is now an outlaw too, with only the hangman’s noose awaiting him in England. Set in the 17th century, ‘The Dark Frigate’ is a classic children’s sea faring adventure by the American writer Charles Boardman Hawes. Full of betrayal, battles, bloodshed and gold, this is a story that will appeal to seafarers of all ages. Charles Boardman Hawes (1889 – 1923) was an American writer of children’s historical sea adventures. He was best known for his three novels ‘The Mutineers’, ‘The Great Quest’ and ‘The Dark Frigate’. In 1922, The American Library Association selected The Great Quest’ as a Newbery Honour Book. He was also posthumously awarded the 1924 Newberry Medal for his novel ‘The Dark Frigate.’ Hawes was known for his book’s historical authenticity thanks to his extensive research and his sea adventures have seen him compared to Herman Melville. Fans of Johnny Depp and 'Pirates of the Caribbean' would appreciate his books.
The Walking Dead #131
Author: Robert Kirkman
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
A journey begins.
Publisher: Image Comics
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 32
Book Description
A journey begins.
American Zombie Gothic
Author: Kyle William Bishop
Publisher: McFarland
ISBN: 0786448067
Category : Performing Arts
Languages : en
Pages : 249
Book Description
Zombie stories are peculiarly American, as the creature was born in the New World and functions as a reminder of the atrocities of colonialism and slavery. The voodoo-based zombie films of the 1930s and '40s reveal deep-seated racist attitudes and imperialist paranoia, but the contagious, cannibalistic zombie horde invasion narrative established by George A. Romero has even greater singularity. This book provides a cultural and critical analysis of the cinematic zombie tradition, starting with its origins in Haitian folklore and tracking the development of the subgenre into the twenty-first century. Closely examining such influential works as Victor Halperin's White Zombie, Jacques Tourneur's I Walked with a Zombie, Lucio Fulci's Zombi 2, Dan O'Bannon's The Return of the Living Dead, Danny Boyle's 28 Days Later, and, of course, Romero's entire "Dead" series, it establishes the place of zombies in the Gothic tradition. Instructors considering this book for use in a course may request an examination copy here.
Publisher: McFarland
ISBN: 0786448067
Category : Performing Arts
Languages : en
Pages : 249
Book Description
Zombie stories are peculiarly American, as the creature was born in the New World and functions as a reminder of the atrocities of colonialism and slavery. The voodoo-based zombie films of the 1930s and '40s reveal deep-seated racist attitudes and imperialist paranoia, but the contagious, cannibalistic zombie horde invasion narrative established by George A. Romero has even greater singularity. This book provides a cultural and critical analysis of the cinematic zombie tradition, starting with its origins in Haitian folklore and tracking the development of the subgenre into the twenty-first century. Closely examining such influential works as Victor Halperin's White Zombie, Jacques Tourneur's I Walked with a Zombie, Lucio Fulci's Zombi 2, Dan O'Bannon's The Return of the Living Dead, Danny Boyle's 28 Days Later, and, of course, Romero's entire "Dead" series, it establishes the place of zombies in the Gothic tradition. Instructors considering this book for use in a course may request an examination copy here.
Willful Monstrosity
Author: Natalie Wilson
Publisher: McFarland
ISBN: 1476637261
Category : Social Science
Languages : en
Pages : 286
Book Description
Taking in a wide range of film, television, and literature, this volume explores 21st century horror and its monsters from an intersectional perspective with a marked emphasis on gender and race. The analysis, which covers over 70 narratives, is organized around four primary monstrous figures--zombies, vampires, witches and monstrous women. Arguing that the current horror renaissance is populated with willful monsters that subvert prevailing cultural norms and systems of power, the discussion reads horror in relation to topics of particular import in the contemporary moment--rampant sexual violence, unbridled capitalist greed, brutality against people of color, militarism, and the patriarchy's refusal to die. Examining ground-breaking films and television shows such as Get Out, Us, The Babadook, A Quiet Place, Stranger Things, Penny Dreadful, and The Passage, as well as works by key authors like Justin Cronin, Carmen Maria Machado, Helen Oyeyemi, Margo Lanagan, and Jeanette Winterson, this monograph offers a thorough account of the horror landscape and what it says about the 21st century world.
Publisher: McFarland
ISBN: 1476637261
Category : Social Science
Languages : en
Pages : 286
Book Description
Taking in a wide range of film, television, and literature, this volume explores 21st century horror and its monsters from an intersectional perspective with a marked emphasis on gender and race. The analysis, which covers over 70 narratives, is organized around four primary monstrous figures--zombies, vampires, witches and monstrous women. Arguing that the current horror renaissance is populated with willful monsters that subvert prevailing cultural norms and systems of power, the discussion reads horror in relation to topics of particular import in the contemporary moment--rampant sexual violence, unbridled capitalist greed, brutality against people of color, militarism, and the patriarchy's refusal to die. Examining ground-breaking films and television shows such as Get Out, Us, The Babadook, A Quiet Place, Stranger Things, Penny Dreadful, and The Passage, as well as works by key authors like Justin Cronin, Carmen Maria Machado, Helen Oyeyemi, Margo Lanagan, and Jeanette Winterson, this monograph offers a thorough account of the horror landscape and what it says about the 21st century world.
Play like a Feminist.
Author: Shira Chess
Publisher: MIT Press
ISBN: 0262044382
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Why video games need feminism and feminism needs video games. “You play like a girl”: it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play —and also a new way to think about how feminists do their feministing. Chess argues that feminism need video games as much as video games need feminism. Video games, Chess tells us, are primed for change. Roughly half of all players identify as female, and Gamergate galvanized many of gaming's disenfranchised voices. Games themselves are in need of a creative platform-expanding, metaphysical explosion; feminism can make games better. Chess reflects on the importance of play, and playful protest, and how feminist video games can help us rethink the ways that we tell stories. She proposes “Women's Gaming Circles”—which would function like book clubs for gaming—as a way for feminists to take back play. (An appendix offers a blueprint for organizing a gaming circle.) Play and games can be powerful. Chess's goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.
Publisher: MIT Press
ISBN: 0262044382
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Why video games need feminism and feminism needs video games. “You play like a girl”: it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play —and also a new way to think about how feminists do their feministing. Chess argues that feminism need video games as much as video games need feminism. Video games, Chess tells us, are primed for change. Roughly half of all players identify as female, and Gamergate galvanized many of gaming's disenfranchised voices. Games themselves are in need of a creative platform-expanding, metaphysical explosion; feminism can make games better. Chess reflects on the importance of play, and playful protest, and how feminist video games can help us rethink the ways that we tell stories. She proposes “Women's Gaming Circles”—which would function like book clubs for gaming—as a way for feminists to take back play. (An appendix offers a blueprint for organizing a gaming circle.) Play and games can be powerful. Chess's goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.
How Zombies Conquered Popular Culture
Author: Kyle William Bishop
Publisher: McFarland
ISBN: 0786495413
Category : Performing Arts
Languages : en
Pages : 237
Book Description
Since the early 2000s, popular culture has experienced a "Zombie Renaissance," beginning in film and expanding into books, television, video games, theatre productions, phone apps, collectibles and toys. Zombies have become allegorical figures embodying cultural anxieties, but they also serve as models for concepts in economics, political theory, neuroscience, psychology, computer science and astronomy. They are powerful, multifarious metaphors representing fears of contagion and doom but also isolation and abandonment, as well as troubling aspects of human cruelty, public spectacle and abusive relationships. This critical examination of the 21st-century zombie phenomenon explores how and why the public imagination has been overrun by the undead horde.
Publisher: McFarland
ISBN: 0786495413
Category : Performing Arts
Languages : en
Pages : 237
Book Description
Since the early 2000s, popular culture has experienced a "Zombie Renaissance," beginning in film and expanding into books, television, video games, theatre productions, phone apps, collectibles and toys. Zombies have become allegorical figures embodying cultural anxieties, but they also serve as models for concepts in economics, political theory, neuroscience, psychology, computer science and astronomy. They are powerful, multifarious metaphors representing fears of contagion and doom but also isolation and abandonment, as well as troubling aspects of human cruelty, public spectacle and abusive relationships. This critical examination of the 21st-century zombie phenomenon explores how and why the public imagination has been overrun by the undead horde.