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Tessellations, palindromes, tangrams, oh my! Women Who Count: Honoring African American Women Mathematicians is a children's activity book highlighting the lives and work of 29 African American women mathematicians, including Dr. Christine Darden, Mary Jackson, Katherine Johnson, and Dorothy Vaughan from the award-winning book and movie Hidden Figures. Although the book is geared toward children in grades 3–8, it is appropriate for all ages. The book includes portrait sketches and biographies for the featured mathematicians, each followed by elementary-school and middle-school activity pages. Children will enjoy uncovering mathematicians' names in word searches, unscrambling math vocabular...
Emily grew up in small town in Wisconsin as the daughter of the local pastor. When her job was over as an teacher's assistant she sets out to leave her town and her family. She wants to find herself and break away from the cookie cutter mold of the town. So she did what she thought was right...She moves twenty-five hundred miles away to Arizona. Xander is the single father to a 5 year old little girl. After her mother left, Xander swears off any kind of a relationship. Xander only has four cares: his daughter, his family, his friends and his motorcycle. He refuses to let anyone get near him or his daughter ever again. When Emily and Xander meet it's something that neither one were expecting. The attraction is undeniable, but with Xander refusing to let anyone close, Emily decides to offer him a deal he'd be crazy to refuse. Sometimes those that don't make sense, actually make perfect sense.
Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.
"Shelly is a typical small town Mom overwhelmed with laundry, kids, work, bills and a household to run while trying to just make it through each week. Sane. When her and her husbands' lives finally start looking up-a nightmare occurs. Now, not only do they have to live in a house riddled with autism, celiac disease and ADHD-Shelly has advanced Cancer. Knowing that age 35 she wouldn't have many others to confide in, she turned on her laptop and started blogging ... When her small Wisconsin community rallies together to support her family (and her blog!) she realizes she was never fighting this demon alone. Gathering strength and love from them-she pushes through and then past the 'cancer mom' stigma to become a small business owner, author, and survivor."--Amazon.com.
Increasingly, digital games center their narratives during or after the apocalypse. In 2017, the action role-playing game Horizon Zero Dawn offered a new take on society after the end of the world. Horizon has since become a multimedia franchise, with a second video game released in 2022, in addition to comic books, a board game, and other adaptations in development. This collection analyzes the Horizon franchise and its presentation of the apocalypse, ecology, gender, history and more. Game story and game mechanics are fundamental to each essay and contributors offer a close reading--or close playing--of the games from perspectives as diverse as hauntology, postcolonialism, contemporary feminism, and historiography. This first collection on the Horizon franchise argues that we now live in an Apocalyptic period in the same way previous periods were known as Romantic, Modernist or Realist Periods, and makes the case that Horizon belongs at the crest of this new Apocalyptic Period and at the center of contemporary gaming and of game studies.
When you have a bug problem, you call an exterminator. When someone skips out on their bail, you call a bounty hunter. And when a dead soul goes renegade, you call a grim reaper. Avery Graves is your typical type A personality who strives to achieve her best. Her sister, Brooke is…not that. Despite Avery’s best efforts, things aren’t working out as well for them as they are for the other reapers in town and the sisters find themselves a few dead souls short of making the rent. While chasing down a soul bounty that might get them out of their pauper’s grave and into a mausoleum, things take a turn for the worse when the sisters find themselves at odds with the worst thing possible: The living. Because the only thing worse than a dead soul that refuses to move on, is a living soul that refuses to let go.
Suzanne, a young lady in her 20s, is a vicious serial killer out to doom and gloom any man who crosses her path. She justifies her actions by telling herself she will no longer tolerate the pain in which these men cause her. She buys them certificates that are stars named after them, then after she kills them, she keeps the certificates in her scrapbook as a trophy. She sees it as less bad men for good women to deal with. Malone and Clark are detectives who are partners assigned to the case. They’ve discovered she’s female, but they have no idea who she is. As they chase after her they get a little closer each day. Every time they start to lose hope in catching her a new lead comes in. Whom do the three of them meet along their journeys? Some leading to new places! Malone even dips his toes in the dating scene after he was cheated out of his first relationship twelve years before, he thought would be a forever one. As the story unfolds there’s an attachable reality to reading Suzanne and her story. It makes this tale of twists of a different type. Dare to journey your eyes across the pages to see if Malone and Clark catch Suzanne? Where they try? How they’ll do it?
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
Parris Reed is a smart, young and attractive woman, who just landed her dream job. She's happy with her life, but like most single women, she's looking for a "good" man to make it complete. When Parris meets attorney Victor Baxter through a colleague, she feels like her prayers have been answered. She finally has it all, but demons from her childhood resurface and strange things keep happening that convince her it's all too good to be true. Sometimes your mind can play tricks and people aren't always who they seem. It's a deadly game of who's who and Parris must figure it out before it's too late.
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.