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Showing 1 - 25 of 42 matches in All Departments
A magical kaleidoscope, lost for centuries, pits a young couple against the Dark Side. From the Caribbean to New Orleans through time travel to the Crystal Cave, contemporary fiction mingles with fantasy to present refreshing new concepts for humankind?
From Santa loading his sleigh with gifts to penguins whizzing around a glistening ice rink, add sparkly stickers to these magical Christmas scenes and bring them to life.
Christmas wood is full of animals: Badger, Fidgety Fox, Owl (not Wise Old Owl, just Owl), the Rabbit family, Tiny Mouse, and Robin. It's nearly Christmas and all the animals are getting ready to celebrate - Badger is looking for new friends, Tiny is making (or is that eating...) gingerbread, and Rosie Rabbit just can't get ANY peace and quiet! Five festive stories from the animals in the wood all come together in a fantastically Christmassy finale in a barn with some rather special guests...
Christmas wood is full of animals: Badger, Fidgety Fox, Owl (not Wise Old Owl, just Owl), the Rabbit family, Tiny Mouse, and Robin. Tales from Christmas Wood follows the animals as they get ready to celebrate with their friends - now with this companion activity book little ones can join in with the adventure! Includes simple puzzles and games, colouring and sticker fun. There is even a recipe for gingerbread! You can have plenty of fun in the run up to Christmas, just like these furry friends.
Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products that synthesize cutting edge technology, ease of use, accessibility and, most importantly, fun. It is hardly surprising then that every day, millions of adults and children around the globe dedicate countless hours to exploring virtual worlds, assuming alternative identities and engaging in digital play. Yet for all this, there is relatively little critical discussion of videogames and they remain the poor relation of contemporary media criticism, leaving those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles. James Newman and Iain Simons' guide provides a map of the most important games from the 1960s to the present day that will satisfy both novices and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, lived experience, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Showcasing James Newman Gray's beautiful detailed artwork, in this high quality colouring book, Colour in Hope will lead you to a place of rest. This reflective journey through colouring explores the meaning of hope through a series of patterns and designed illustrations, plus seven different quotes form writers, thinkers, saints, and the Bible. There are 7 main sections to the book. Each section starts with a theme, introduced by the quote, and the following 7 pages explore this theme through different artwork pieces. Included is a section for freer reflection, giving the reader the opportunity to think, to doodle, or create their own drawings on themes of hope.
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, lived experience, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
Experience the magic of Valentine Davies' 75-year-old classic Christmas story in picture book format for the first time-the perfect Christmas gift for kids this season! For a little girl named Susan Walker, Christmas could be any other day. She doesn't believe in Santa Claus or magic or miracles of any kind. But when she meets Kris Kringle and tells him what Christmas gifts she most wishes for, Susan finds herself hoping that maybe, just maybe, he is the real thing. Based on the original holiday classic, Miracle on 34th Street is a timeless, heartwarming children's book about generosity, imagination, and the spirit of Christmas... if you just believe. Why readers love Miracle on 34th Street: The perfect Christmas gift and novelty stocking stuffer for children ages 4-7 Parents, guardians, and grandparents will love reading this nostalgic Christmas tale to a new generation of kids, sure to become a new family tradition! Screen-free fun for children during the winter season A great read aloud for teachers and classrooms
Colouring in has been shown to be beneficial for all - namely for its de-stressing power. It slows down breathing, promotes a relaxed state, and also counters feelings of anxiety. Colour in Peace Postcards is a collection of 20 detachable postcards, with messages of peace, to colour in and send to your friends - or to keep and pin on your wall. Using popular images taken from the book Colour in Peace: A Reflective Journey illustrated by James Newman Grey, Lion Books.
Colouring in has been shown to be beneficial for all - namely for its de-stressing power. It slows down breathing, promotes a relaxed state, and also counters feelings of anxiety. Colour in Peace Postcards is a collection of 20 detachable postcards, with messages of peace, to colour in and send to your friends - or to keep and pin on your wall. Using popular images taken from the book Colour in Peace: A Reflective Journey illustrated by James Newman Grey, Lion Books.
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