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This book explores numerous ways in which vulgar language, grotesque appearances, and horrific experiences affect us in our relationships with others and with ourselves. Its compelling case studies and revealing interviews bring together ideas and issues that are a lingering, but unexplored, focus in psychotherapy literature. The grotesque and the vulgar are major inhabitants of the vast unconscious. Their variations and haunting presence are anticipated and reflected in the transactions of everyday life. So too do they manifest themselves in our social institutions, maintaining their presence in the seven lively arts as much as in mental hospitals, rehabilitation facilities, and psychothera...
Includes proceedings of the 54th-55th annual meetings of the association, 1946-47 and proceedings of meetings of various regional psychological associations.
Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of m...
What do you do when it seems like everybody else is getting their dreams and you're not? Heather Thompson Day shows us what we can do to shape ourselves while waiting, so we are ready when it's our turn. Unpacking comparison and instant gratification, she teaches how we can cultivate perspectives and practices that help us trust God while we're waiting for our turn to come.
Creativity and innovation are frequently mentioned as key 21st-century skills for career and life success. Indeed, recent research provides evidence that the jobs of the future will increasingly require the ability to bring creative solutions to complex problems. And creativity is often the spice of life, that little extra something that makes the mundane into the interesting, making our routines into fresh new approaches to our daily lives. Over the past quarter century, our understanding of creativity has advanced significantly—we know more about what it is (and isn't), we better understand how to foster it, and we have deeper, more complex knowledge about how it relates to intelligence, leadership, personality, and other constructs. This book brings together some of the world's best thinkers and researchers on creativity, innovation, and entrepreneurship to provide a comprehensive but highly readable overview of these exciting, important topics.
This volume in the "Advances in Electrochemical Sciences and Engineering" series focuses on problem-solving, illustrating how to translate basic science into engineering solutions. The book's concept is to bring together engineering solutions across the range of nano-bio-photo-micro applications, with each chapter co-authored by an academic and an industrial expert whose collaboration led to reusable methods that are relevant beyond their initial use. Examples of experimental and/or computational methods are used throughout to facilitate the task of moving atomistic-scale discoveries and understanding toward well-engineered products and processes based on electrochemical phenomena.
Creative teaching as well as teaching creativity are cutting edge issues in psychology today as recent academic and popular media coverage has shown. This volume expands on that interest with chapter authors drawn from interdisciplinary areas. It includes examples of creatively teaching across the education system, including preschool, K-12, undergraduate, and graduate level education. The variety of subjects covered by the chapters include psychology,math, science, and reading. In addition to creative teaching which may lead to enhanced learning and achievement in students, as well enhanced creativity,another focus is teaching with the objective to enhance creativity.
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in th...
Four hilarious stories, two inventive brothers, one irresistible story! Join Charlie and Mouse as they talk to lumps, take the neighborhood to a party, sell some rocks, and invent the bedtime banana. With imagination and humor, Laurel Snyder and Emily Hughes paint a lively picture of brotherhood that children will relish in a format perfect for children not quite ready for chapter books.