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Books > Sport & Leisure > Hobbies, quizzes & games > General
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlighteningand entertainingresource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society's ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors a virtual Who's Who of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you'll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch (R), Lincoln Logs (R), Colorforms (R), Yahtzee (R), and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie (R), bendies, and Beanie Babies (R) Monopoly (R), Mr. Machine (R), and Mr. Potato Head Pez (R), Plah-Doh (R), and Pound Puppies (R) Scrabble (R), Silly Putty (R), and Slinky (R) Tiddly Winks (R), Tinker Toys (R), and Twister and looks at the people behind the scenes of the biggest names in toys, including LEGO (R) (Ole Kirk Christiansen) Fisher-Price (R) (Homer G. Fisher) Mattel (R) (Ruth and Elliott Handler) Hasbro (Alan, Merrill, and Stephen Hassenfeld) Toys R Us (R) (Charles Lazarus) Parker Brothers (R) (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner (R) (Albert Steiner) Tonka (R) (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toyspast and present.
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlighteningand entertainingresource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society's ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors a virtual Who's Who of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you'll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch (R), Lincoln Logs (R), Colorforms (R), Yahtzee (R), and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie (R), bendies, and Beanie Babies (R) Monopoly (R), Mr. Machine (R), and Mr. Potato Head Pez (R), Plah-Doh (R), and Pound Puppies (R) Scrabble (R), Silly Putty (R), and Slinky (R) Tiddly Winks (R), Tinker Toys (R), and Twister and looks at the people behind the scenes of the biggest names in toys, including LEGO (R) (Ole Kirk Christiansen) Fisher-Price (R) (Homer G. Fisher) Mattel (R) (Ruth and Elliott Handler) Hasbro (Alan, Merrill, and Stephen Hassenfeld) Toys R Us (R) (Charles Lazarus) Parker Brothers (R) (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner (R) (Albert Steiner) Tonka (R) (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toyspast and present.
Jam out with the help of man's best friend -- the Mini SubWOOFer!
In Heart of Dart-ness, TV's Ned Boulting sets out to answer the forty-something year old question: What exactly is darts? Is it a sport, a freak show, a side-show, a pantomime, a riot or a party? From Purfleet to Minehead, Milton Keynes to Frankfurt, Ned embarks on a journey back to the beginning of the modern game. He tracks down some of the household names who graced childhood television screens and are still among us; names such as Andy Fordham, whose fifty bottles of Pils a day habit led to his near death on the oche, Cliff Lazarenko, whose prodigious drinking was the stuff of legend even among his not exactly abstemious peer-group, Phil Taylor, the greatest of all time, as well as the Europeans, Michael van Gerwen, and Raymond van Barneveld. Is it entertainment, or exploitation? To answer that question, as well as every other, he learns that all roads lead to the Heart of Dart-ness, and the biggest character the game has ever produced, Eric Bristow. Perhaps darts is after all, just exactly what it sets out to be; an anti-sport sport, a two-fingered salute to the establishment, a piss-up in a brewery, the ultimate escape. The best night out.
This book chronicles the evolution of the Manuscript Society, a fifty-year-old organization of collectors and archivists, in the context of autograph collecting in general. The author presents a comprehensive account of the growing problems posed by forgers and discusses the notorious Salt Lake City bomber, undoubtedly one of the most skillful forgers of this century. From the dilemma faced by archivists when papers are threatened with destruction to some of the Society's most memorable meetings, this work tells a story that will interest generations to come.
This book was originally submitted to the IT University of Copenhagen as a master's thesis in 2013 under the title of "Games and Poetry: Player associations with poetic game experiences". It explores the concept of the poetic videogame, a game that has an imaginative or sensitively emotional style of expression or effect on the player that, as a whole, is different from the kinds of experiences that shape the current videogame landscape. It offers a framework for the creation of poetic videogames by looking at one specific type of poetry; haiku. This is accomplished by applying the forms and conventions of haiku, such as its three elements; when, where, what, or the five-seven-five pattern, to videogames.
The perfect gift for music lovers, The Mixtape of My Life is a guided journal that offers prompts and questions to get everyone recalling the pivotal songs that have shaped our lives. No matter which musical generation you belong to, or whether your musical tastes range from doo-wop to Daft Punk, The Mixtape of My Life can be an instant conversation starter among friends and family--and a great way to rediscover the special tunes that played during key moments of your life. Everyone has those songs that take them back--to their first love, their favorite concert, or a memorable Saturday morning cartoon. The Mixtape of My Life provides more than 200 questions and prompts to help readers chronicle their lives through music and explore their personal soundtrack. Evoking memories, stories, and long-forgotten mix tapes, this guided journal includes questions like "What was the first record you owned?" and "What song did you later realize was smutty?" and provides room to draw a favorite album cover or create the perfect road trip playlist. With dozens of quirky illustrations throughout, The Mixtape of My Life can be a great tool for your next dinner party, or simply something any music lover can enjoy for themselves.
Looking for some family fun (and maybe a spot of silliness, too)? Then this House of Novelties Dominoes set from Ridley’s Games is for you! The aim of the game is to make matches as fast as you can and be the first player to lay down all your dominoes. When you’re done, simply pack the 28 wooden domino tiles and instructions inside the compact box until you’re ready to play again. The classic game of dominoes is fun for the whole family, and with this portable wooden set, you can play on the go. All you need to bring is logic and cunning to win! Playing dominoes is also a great way for children to learn numbers and counting, identify matches, and practice patience. Plus, if you’re feeling silly, you can use the tiles to make a domino snake, too! The set includes 28 double-six domino tiles and simple, easy-to-understand instructions. Each tile measures 40 x 22mm, and the box is sized to tuck in a handbag or glove compartment so that wherever you are, the fun is always within reach. At Ridley’s Games, we like to make Good Clean Fun that’s as kind to the planet as it can be, so unlike most domino sets, which are made from acrylic, this set is made using FSC paper and wood, and the packaging is made using recycled materials.
Joining our bestselling On-the-Go series, 50 Bucket List Adventures is
a deck of adventure inspiration for the bold!
Spark your imagination, forge your own adventures and unearth long-lost skills. In this long-awaited follow-up to his much-loved bestseller, written with his sons Cameron and Arthur, Conn Iggulden presents a brand-new compendium of cunning schemes, projects, tricks, games and tales of extraordinary courage. Whether it's building a flying machine (keep your temper with this one) or learning how to pick a padlock (or your own front door, but not someone else's), discovering our forgotten explorers and the world's greatest speeches, or mastering the lauded task of solving a Rubik's cube, The Double Dangerous Book for Boys is the ultimate companion to be cherished by readers and doers of all ages.
Word search fans will be able to test their Bible knowledge with this word search collection. Packed with 150 puzzles, this entertaining book mixes Bible passages with the most popular Everything puzzle, including: Forbidden Fruit; Samson and Delilah; The Proverbs of Solomon; The Road to Damascus; The Good Shepherd; and more. This book is perfect for Bible students looking for a fun way to review the New and Old Testaments or for word search lovers who enjoy challenging themselves with theme puzzles.
Technology has become the too-easy way to entertain ourselves and our children. For parents who are concerned about screen time during times of self-isolation and home schooling, and kids who wish their grown ups would play with them more, this easy-to-use, imaginative book has everything. From five-minute time fillers to large-scale party games, there's plenty of fun here to keep your family laughing: Sporty games and playground classics Activities for indoors, gardens, parks and beaches Memory and travel games, brain teasers and magic tricks No preparation or lengthy shopping trips needed for these creative ideas, just find your idea and go! This encyclopedia of joy is perfect for families big and small who want to have fun in the real world.
Twenty full-color gallery-quality tear-out prints celebrating the art of Marvel’s Spider-Man 2! Experience the most amazing moments from Marvel’s Spider-Man 2 with this high quality, 12” x 16” compendium! The tear-away spine makes each weighty leaf removable for easy display so that collectors can decorate their space with elating imagery of Miles Morales and Peter Parker’s death-defying swings and tense battles across Marvel’s New York. Adorn your surroundings with gallery-quality art from Insomniac Games’ most recent entry in the series that critics call “the quintessential Super Hero game.” |
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