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The book covers professional, Olympic and collegiate sports and each chapter has a fully developed introduction to explaine the relevance of the articles to be presented.
Our friend and enemy the dragon, as portrayed by Anne McCaffrey, Ursula K. Le Guin, Roger Zelazny, Ray Bradbury, Orson Scott Card, Dean Koontz, and many others.
INTRODUCTION In developing scientific theory there is perhaps nothing more propi tious than a compelling metaphor. If the metaphor is rich in imagery, complexly differentiated, emotionally evocative, and vitally wedded to the cultural lore, the theory to which it gives rise may enjoy a long and vigorous life. If the metaphor is sufficiently powerful, the theory may even be sustained in independence of systematic empirical support. Role theory is likely to remain prosperous so long as there is a thriving theater; decision theory experienced a dramatic rejuvenation with the development of the electronic computer; and, in spite of its archaic construction, Jungian theory will prevail so long as...
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The Self on the Shelf examines the cultural and philosophical determinants of popular "recovery" books. Greenberg argues that this literature can be read as documents of the prevailing understanding of the self in American society. The construction of the self promoted by recovery literature is seen as a nihilistic one insofar as it denies the significance of what continental philosophy calls the Other. In this sense the self-help books are correct in their assertion that we have lost sight of how to love, but their proposed solution shows up as a recapitulation and strengthening of the conditions that gave rise to this situation in the first place. Greenberg's critique provides a commentary on the difficulties that face our culture in achieving any sense of meaningful community, and on the way that this problem surfaces in a highly popular discourse.
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A collection of fifteen stories by a variety of authors about the, sometime frightening, sometime humorous, phenomena of werewolves.
In the earliest days of humankind, everything in the world seemed magical. Gods and demons, spirits and sprites were considered to be responsible for everything from life and death, to the turning of the seasons, to the abundance or failure of crops. Today, much that was once attributed to magic has been explained by science, and in our technologically driven world, the question is whether there is still a place for magic. For twenty of fantasy’s finest imaginers, the answer is obviously, “Yes.”So welcome to visionary, modern-day realms of magic where surprising things can still happen. From a Gypsy fortune-teller’s transforming prophecy…to a troubled teen seeking a haven from his family woes…to a mysterious gathering of cats at Cape Canavaral…and a kid out to spook his best friend into believing that werewolves are real…here are stories that will amuse you or send chills down your spine—or have you looking wistfully around the next corner, hoping to find a bit of magic all your own….
Let the games begin! These thirteen original stories by veterans of the fantasy realms take role-playing games and universes to a whole new level. From a teenager who finds a better future in virtual reality; to a private investigator hired to find a dying man's grandson in the midst of a virtual reality theme park; from a person gifted with the power to pull things out of books into the real world; to a psychologist using fantasy role-playing to heal his patients; from a gaming convention where the real winners may not be who they seem to be; to a multi-layered role-playing game that leads participants from reality to reality and games within games-these imaginative and fascinating new tales will captivate both lovers of original fantasy and anyone who has ever fallen under the spell of role-playing games.
When you were a kid, did you long to put on your cowboy boots, belt on your guns, saddle up, and ride off to find adventures? Did you sit glued to the TV watching The Lone Ranger, Maverick, Bonanza, The Wild Wild West, The Adventures of Brsico County Jr., and Firefly? And were you caught up in movies like Outlands, Time Bandits, Serenity, or Back to the Future Part III? If so, Westward Weird is the book for you. Thirteen original stories included here ride a very broad range between science fiction, fantasy, and the paranormal—and all of them are told from a Wild West perspective. Get ready for some good old-fashioned adventure, as: –The Old Gods cross paths in the Old West. –Two theiv...