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An illustrated guide to Dungeons & Dragons’ beloved fifth edition told through interviews, artwork, and visual ephemera from the designers, storytellers, and artists who bring it to life. When the reimagined fifth edition of Dungeons & Dragons debuted in the summer of 2014, the game was on the brink of obsolescence. But within a few short years, D&D found greater success than it had ever enjoyed before, even surpassing its 1980s golden age. How did an analog game nearly a half century old become a star in a digital world? For the first time, Lore & Legends reveals the incredible ongoing story of Dungeons & Dragons fifth edition from the perspective of the designers, artists, and players who bring it to life. This comprehensive visual guide illuminates contemporary D&D—its development, evolution, cultural relevance, and popularity—through exclusive interviews and more than 900 pieces of artwork, photography, and advertising curated and analyzed by the authors of the bestselling and Hugo Award–nominated Dungeons & Dragons Art & Arcana.
Gendertrolling arises out of the same misogyny that fuels other "real life" forms of harassment and abuse of women. This book explains this phenomenon, the way it can impact women's lives, and how it can be stopped. Designed to educate the general public on a popular and brutal form of harassment against women, Gendertrolling: How Misogyny Went Viral provides key insight into this Internet phenomenon. The book not only differentiates this violent form of trolling from others but also discusses the legal parameters surrounding the issue, such as privacy, anonymity, and free speech online as well as offering legal and policy recommendations for improving the climate for women online. The analysis of social media and legal aspects of the book make it highly suitable as a reliable source to many modern classes. Additionally, increased awareness among the general and scholarly public of the phenomenon of gendertrolling would help galvanize widespread support for laws, policies, new online content provider protocols, and positive social pressure.
At the end of the millennium, thousands of homeless people roamed the streets of Manhattan. A small group of them went underground. Invisible to society, they managed to start a new life in the tunnel systems of the city. Acclaimed war photographer and cultural anthropologist Teun Voeten gained unprecedented access to this netherworld. For five months in 1994 and 1995 he lived, slept and worked in the tunnel. With him, we meet Vietnam veterans, macrobiotic hippies, crack addicts, Cuban refugees, convicted killers, computer programmers, philosophical recluses and criminal runaways. Voeten describes their daily work, problems and pleasures with humor and compassion. He also witnessed the end of tunnel life. The tunnel people were evicted in 1996, but Amtrak and homeless organizations offered them alternative housing. Some succeeded in starting again above ground, while others failed. In this updated version of the book, Voeten tracks down the original tunnel dwellers and describes what has happened in the thirteen years since they left the tunnels.
This book provides an in-depth, feminist and sociological analysis of Gamergate, a major social movement and anti-feminist harassment campaign. Gamergate provides a clear example of both how a modern anti-feminist ‘backlash’ is enacted, and how feminists in the digital age respond. Chapters connect Gamergate to the broader Men’s Rights Activism (MRA) political movement, examining men’s anxieties surrounding what they see as an erosion of male privilege, their conflation of privilege with rights, as well as their use of social media to harass and attack women as a response to their perceived oppression. Likewise, the author analyses the online strategies used by feminists to respond to this backlash, how social media is harnessed to build a feminist movement, the effectiveness of these online strategies, and the parallels that these actions have with those from previous waves of feminism. Finally, the author reflects on what has changed with regards to MRA, online harassment, and digital feminism after the height of Gamergate. This book will be of interest to scholars in Gender Studies, Sociology, and Media Studies.
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, ...
For years, millions of fans have looked to the beloved role-playing game Dungeons & Dragons for fun, friendship, and entertainment. And now parents and parents-to-be can use it to gain inspiration and how-to when it comes to their most challenging and rewarding role yet. You don't have to know how to be a Dungeon Master to master parenting--just think like one. Kids may not come with rulebooks, but now their parents do.
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Teaching at Public School 1430 in New York City is where Cheryl Hulteen discovered and refined the heart of her teaching, "Prior to PS 1430 I taught the same way I had been taught. The teacher speaks to the students and they listen somewhat attentively. The teacher tells students to do something and for the most part they do it. In many classrooms I worked in before PS 1430, the teachers led the class in a "Good morning Ms. H" sing-song chant as greeting to me, the new teacher, the Resident Artist. None of those things happened at PS 1430. I had to... improvise." Hulteen shares how she improvised new, humorous and powerful ways of understanding what it meant to learn, teach and embrace change in an educational culture that often settled for much less. YES YES GOOD explores the poignantly compelling and emotional portraits of students and teachers who learn to: Say YES to their creativity and ideas. Say YES to the creativity and ideas of the people they work with.