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An all-too-familiar dystopia where public perception precedes reality and our identities are defined by what we consume As head of the crisis management team at a Madison Avenue PR firm, Leonard Lundell spends his days counseling executives whose reputations have been ruined by scandal. But Leonard has been managing a strange and debilitating crisis of his own that’s held him captive his entire adult life: Leonard likes to eat soap, pencils, paint chips—anything with no nutritional value. For years, he’s kept his compulsion hidden behind a professional veneer. But when he signs an important client, an antisocial file clerk unwittingly discovers Leonard’s secret and blackmails him into accommodating her own bizarre culinary indulgences. A picaresque set against the backdrop of Madison Avenue’s marketing machine in the months leading up to the 2008 financial crisis, The Appetite Factory examines the earliest days of our post-truth era, where a scandal-obsessed news cycle and social media’s rise as an information platform have given birth to a culture addicted to recreational outrage and hell-bent on finding the next public figure to disgrace to keep ourselves entertained.
Discover a path of post-traumatic growth, spiritual insight, and deep compassion for the most challenging parts of yourself. Ralph De La Rosa integrates Richard Schwartz’s revolutionary Internal Family Systems (IFS) model with Buddhist meditation practice to offer a radically different healing paradigm. If you’re among those who’ve tried therapy and meditation but wonder why you still suffer repetitive patterns and emotions, Outshining Trauma is for you. De La Rosa places the innovative, evidence-based model of IFS in the context of Buddhist meditation to show that the process of healing trauma can lead you to your deepest spiritual nature. This book offers clear conceptual frameworks ...
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Updated with fresh facts, examples and illustrations, along with two new chapters on digital media and blogs this third edition continues to be the authoritative and essential guide to writing engaging and marketable feature stories. Covers everything from finding original ideas and angles to locating expert sources Expanded edition with new chapters on storytelling for digital media and building a story blog Captivating style exemplifies the authors’ expert guidance, combining academic authority with professional know-how Comprehensive coverage of all the angles, including marketing written work and finding jobs in the publishing industry Essential reading for anyone wishing to become a strong feature writer Accompanied by a website with a wealth of resources including PowerPoint presentations, handouts, and Q&As that will be available upon publication: www.wiley.com/go/sumnerandmiller
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Pink ribbons, red dresses, and greenwashing—American corporations are scrambling to tug at consumer heartstrings through cause-related marketing, corporate social responsibility, and ethical branding, tactics that can increase sales by as much as 74%. Harmless? Marketing insider Mara Einstein demonstrates in this penetrating analysis why the answer is a resounding "No!" In Compassion, Inc. she outlines how cause-related marketing desensitizes the public by putting a pleasant face on complex problems. She takes us through the unseen ways in which large sums of consumer dollars go into corporate coffers rather than helping the less fortunate. She also discusses companies that truly do make the world a better place, and those that just pretend to.
Georg/George Petersheim (1763-1818) married Christina Nissley/Nissly/ Nisly before 1790. They immigrated from Germany to America in 1810, and eventually settled in Gordonville, Pennsylvania. Descendants and relatives have scattered throughout the United States as well as into parts of Canada.
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in huma...