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Princess dolls from Barbie™ Dreamtopia bring fairytale dreams to life
in fantasy looks fit for a royal adventure! This Barbie® princess doll
inspires storytelling in a sparkly, ombre bodice and a full-length
princess skirt with a colorful floral print and tulle overlay.
Explore all four levels of racing, stunting and storytelling in the Hot
Wheels City Ultimate Garage. Each level inspires track-play adventures
including side-by-side racing, loop stunts and an epic battle with a
car-eating dragon.
Disney's twenty-eighth animated feature is its first fairytale since 1958's 'Sleeping Beauty'. Ariel (voiced by Jodi Benson) is the mermaid daughter of King Triton, and lives beneath the waves. However, Ariel longs to see the world above, especially after rescuing a handsome prince from drowning. To this end she makes a deal with sea witch Ursula: Ariel can live above the sea in exchange for her beautiful singing voice. Ariel soon regrets her decision, however, when it transpires that her father's kingdom is at risk.
What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokemon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokemon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokemon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokemon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokemon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokemon and the multifaceted ways we relate to our environment through Pokemon GO; the notion of space and time in Pokemon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokemon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokemon GO players themselves-this volume offers snapshots of the Pokemon GO effect from its initial stage as a social phenomenon to Spring 2018.
Gotta catch 'em all in the official Pokémon Search and Find! Journey to Alola with Ash and friends as they search for new and exciting Pokémon! From the Guardians of Alola to tiny Pikipek, a whole host of new Pokémon are hidden in the richly illustrated scenes, just waiting to be caught. Plus, learn about some of the new Alolan Pokémon and complete fun activities.
Initially developed in Japan by Nintendo as a computer game, Pokemon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokemon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokemon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokemon craze was mostly over. "Pikachu's Global Adventure" describes the spectacular, complex, and unpredictable rise and fall of Pokemon in countries around the world. In analyzing the popularity of Pokemon, this innovative volume addresses core debates about the globalization of popular culture and about children's consumption of mass-produced culture. Topics explored include the origins of Pokemon in Japan's valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children's vulnerability versus agency as consumers; and the contentious question of Pokemon's educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokemon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods. "Contributors." Anne Allison, Linda-Renee Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano
Ruby, Sapphire and Emerald face a new crisis of epic proportions: a giant meteor hurtling toward the planet!
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