Author: Mickie Matheis
Publisher: Penguin
ISBN: 045153400X
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Mad Libs is the world’s greatest word game and the perfect gift or activity for anyone who likes to laugh! Write in the missing words on each page to create your own hilariously funny stories all about Mickey Mouse! If you can dream it, you can VERB it! With 21 “fill-in-the-blank” stories about Mickey, Donald, Goofy and more, Mickey Mouse Mad Libs is perfect for fans of Walt Disney's iconic cartoon characters! Play alone, in a group, or at Disneyland! Mad Libs are a fun family activity recommended for ages 8 to NUMBER. Mickey Mouse Mad Libs includes: - Silly stories: 21 "fill-in-the-blank" stories all about the world's most famous mouse! - Language arts practice: Mad Libs are a great way to build reading comprehension and grammar skills. - Fun With Friends: each story is a chance for friends to work together to create unique stories!
Mickey Mouse Mad Libs
Author: Mickie Matheis
Publisher: Penguin
ISBN: 045153400X
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Mad Libs is the world’s greatest word game and the perfect gift or activity for anyone who likes to laugh! Write in the missing words on each page to create your own hilariously funny stories all about Mickey Mouse! If you can dream it, you can VERB it! With 21 “fill-in-the-blank” stories about Mickey, Donald, Goofy and more, Mickey Mouse Mad Libs is perfect for fans of Walt Disney's iconic cartoon characters! Play alone, in a group, or at Disneyland! Mad Libs are a fun family activity recommended for ages 8 to NUMBER. Mickey Mouse Mad Libs includes: - Silly stories: 21 "fill-in-the-blank" stories all about the world's most famous mouse! - Language arts practice: Mad Libs are a great way to build reading comprehension and grammar skills. - Fun With Friends: each story is a chance for friends to work together to create unique stories!
Publisher: Penguin
ISBN: 045153400X
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Mad Libs is the world’s greatest word game and the perfect gift or activity for anyone who likes to laugh! Write in the missing words on each page to create your own hilariously funny stories all about Mickey Mouse! If you can dream it, you can VERB it! With 21 “fill-in-the-blank” stories about Mickey, Donald, Goofy and more, Mickey Mouse Mad Libs is perfect for fans of Walt Disney's iconic cartoon characters! Play alone, in a group, or at Disneyland! Mad Libs are a fun family activity recommended for ages 8 to NUMBER. Mickey Mouse Mad Libs includes: - Silly stories: 21 "fill-in-the-blank" stories all about the world's most famous mouse! - Language arts practice: Mad Libs are a great way to build reading comprehension and grammar skills. - Fun With Friends: each story is a chance for friends to work together to create unique stories!
Family Fun Nights
Author: Lisa Bany-Winters
Publisher: Chicago Review Press
ISBN: 1613741693
Category : Family & Relationships
Languages : en
Pages : 158
Book Description
Filled with imaginative activities to bring the family together and create lifelong memories, this resource for parents and grandparents is full of activity ideas that require little or no preparation and use materials that are easily found around the house. The 26 themed family events and 140 related activities go beyond game night and movie night by creating family traditions that kids will remember and look forward to repeating. Families laugh together on "Giggle Night" or "Opposite Night," explore during "Animal Night" and "Science Night," or scare themselves silly on "Spooky Night" and "Mystery Night." Everything needed to make the night complete is detailed, including skits, songs, crafts, games, and recipes.
Publisher: Chicago Review Press
ISBN: 1613741693
Category : Family & Relationships
Languages : en
Pages : 158
Book Description
Filled with imaginative activities to bring the family together and create lifelong memories, this resource for parents and grandparents is full of activity ideas that require little or no preparation and use materials that are easily found around the house. The 26 themed family events and 140 related activities go beyond game night and movie night by creating family traditions that kids will remember and look forward to repeating. Families laugh together on "Giggle Night" or "Opposite Night," explore during "Animal Night" and "Science Night," or scare themselves silly on "Spooky Night" and "Mystery Night." Everything needed to make the night complete is detailed, including skits, songs, crafts, games, and recipes.
Slantwise Moves
Author: Douglas A. Guerra
Publisher: University of Pennsylvania Press
ISBN: 0912295481
Category : Literary Criticism
Languages : en
Pages : 262
Book Description
In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.
Publisher: University of Pennsylvania Press
ISBN: 0912295481
Category : Literary Criticism
Languages : en
Pages : 262
Book Description
In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.
Disney High
Author: Ashley Spencer
Publisher: St. Martin's Press
ISBN: 1250283469
Category : Performing Arts
Languages : en
Pages : 208
Book Description
The first unauthorized look at the inner workings—and ultimate breakdown—of the Disney Channel machine For many kids growing up in the 2000s, there was no cultural touchstone more powerful than Disney Channel, the most-watched cable channel in primetime at its peak. Today, it might best be known for introducing the world to talents like Hilary Duff, Raven-Symoné, Zac Efron, Miley Cyrus, Selena Gomez, the Jonas Brothers, Demi Lovato, and Zendaya. It wasn't always destined for greatness: when The Disney Channel launched in 1983, it was a forgotten stepchild within the Walt Disney Company, forever in the shadow of Disney’s more profitable movies and theme parks. But after letting the stars of their Mickey Mouse Club revival—among them Britney Spears, Justin Timberlake, Christina Aguilera, and Ryan Gosling—slip through their fingers, Disney Channel reinvented itself as a powerhouse tween network. In the new millennium, it churned out billions of dollars in original content and triple-threat stars whose careers were almost entirely controlled by the corporation. Suddenly, everyone wanted a piece of the pie—and there were constant clashes between the studio, network, labels, and creatives as Disney Channel became a pressure cooker of perfection for its stars. From private feuds and on-set disasters, to fanfare that swept the nation and the realities of child stardom, culture journalist Ashley Spencer offers the inside story of the heyday of TV’s House of Mouse, featuring hundreds of exclusive new interviews with former Disney executives, creatives, and celebrities to explore the highs, lows, and everything in between.
Publisher: St. Martin's Press
ISBN: 1250283469
Category : Performing Arts
Languages : en
Pages : 208
Book Description
The first unauthorized look at the inner workings—and ultimate breakdown—of the Disney Channel machine For many kids growing up in the 2000s, there was no cultural touchstone more powerful than Disney Channel, the most-watched cable channel in primetime at its peak. Today, it might best be known for introducing the world to talents like Hilary Duff, Raven-Symoné, Zac Efron, Miley Cyrus, Selena Gomez, the Jonas Brothers, Demi Lovato, and Zendaya. It wasn't always destined for greatness: when The Disney Channel launched in 1983, it was a forgotten stepchild within the Walt Disney Company, forever in the shadow of Disney’s more profitable movies and theme parks. But after letting the stars of their Mickey Mouse Club revival—among them Britney Spears, Justin Timberlake, Christina Aguilera, and Ryan Gosling—slip through their fingers, Disney Channel reinvented itself as a powerhouse tween network. In the new millennium, it churned out billions of dollars in original content and triple-threat stars whose careers were almost entirely controlled by the corporation. Suddenly, everyone wanted a piece of the pie—and there were constant clashes between the studio, network, labels, and creatives as Disney Channel became a pressure cooker of perfection for its stars. From private feuds and on-set disasters, to fanfare that swept the nation and the realities of child stardom, culture journalist Ashley Spencer offers the inside story of the heyday of TV’s House of Mouse, featuring hundreds of exclusive new interviews with former Disney executives, creatives, and celebrities to explore the highs, lows, and everything in between.
Tween Pop
Author: Tyler Bickford
Publisher: Duke University Press
ISBN: 1478009179
Category : Music
Languages : en
Pages : 161
Book Description
In the early years of the twenty-first century, the US music industry created a new market for tweens, selling music that was cooler than Barney, but that still felt safe for children. In Tween Pop Tyler Bickford traces the dramatic rise of the “tween” music industry, showing how it marshaled childishness as a key element in legitimizing children's participation in public culture. The industry played on long-standing gendered and racialized constructions of childhood as feminine and white—both central markers of innocence and childishness. In addition to Kidz Bop, High School Musical, and the Disney Channel's music programs, Bickford examines Taylor Swift in relation to girlhood and whiteness, Justin Bieber's childish immaturity, and Miley Cyrus/Hannah Montana and postfeminist discourses of work-life balance. In outlining how tween pop imagined and positioned childhood as both intimate and public as well as a cultural identity to be marketed to, Bickford demonstrates the importance of children's music to core questions of identity politics, consumer culture, and the public sphere.
Publisher: Duke University Press
ISBN: 1478009179
Category : Music
Languages : en
Pages : 161
Book Description
In the early years of the twenty-first century, the US music industry created a new market for tweens, selling music that was cooler than Barney, but that still felt safe for children. In Tween Pop Tyler Bickford traces the dramatic rise of the “tween” music industry, showing how it marshaled childishness as a key element in legitimizing children's participation in public culture. The industry played on long-standing gendered and racialized constructions of childhood as feminine and white—both central markers of innocence and childishness. In addition to Kidz Bop, High School Musical, and the Disney Channel's music programs, Bickford examines Taylor Swift in relation to girlhood and whiteness, Justin Bieber's childish immaturity, and Miley Cyrus/Hannah Montana and postfeminist discourses of work-life balance. In outlining how tween pop imagined and positioned childhood as both intimate and public as well as a cultural identity to be marketed to, Bickford demonstrates the importance of children's music to core questions of identity politics, consumer culture, and the public sphere.
The Publishers Weekly
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 1172
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 1172
Book Description
Mystery and Detection
Author: Jerry D. Flack
Publisher: Libraries Unlimited
ISBN:
Category : Education
Languages : en
Pages : 280
Book Description
Publisher: Libraries Unlimited
ISBN:
Category : Education
Languages : en
Pages : 280
Book Description
Subject Guide to Children's Books in Print
Author:
Publisher:
ISBN:
Category : Children's literature
Languages : en
Pages : 562
Book Description
Publisher:
ISBN:
Category : Children's literature
Languages : en
Pages : 562
Book Description
English Journal
Author:
Publisher:
ISBN:
Category : English philology
Languages : en
Pages : 450
Book Description
Publisher:
ISBN:
Category : English philology
Languages : en
Pages : 450
Book Description
The Trademark Register of the United States
Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1204
Book Description
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1204
Book Description