Author: Rebecca Mix
Publisher: Andrews McMeel Publishing
ISBN:
Category : Young Adult Fiction
Languages : en
Pages : 112
Book Description
SOMETHING HAS HAPPENED! Based on the popular online game Neopets comes the first in a series of graphic novels! Join Sabre-X, his Petpet Fang, a disgraced Fire Faerie with a checkered past, and all of your favorite Neopets characters in this original graphic novel that's about forgiveness, magic, and love (with classic Neopian humor laced throughout). Legend has it that hundreds of years ago, a dinosaur of GIGANTIC proportions laid a massive egg. That egg split open, and started to bake in the sun. Ever since then, a giant omelette has been cooking on the Tyrannian Plateau. It may seem silly, but it is true. The Giant Omelette is a staple in Neopets. Each day, hungry Neopets approach the massive, eggy monolith and manage to take a slice. But this isn’t a story about how the Giant Omelette came to be. It is the story of how we almost lost it—forever. In this beautifully illustrated original graphic novel, readers will follow Sabre-X, a disgraced Fire Faerie named Seraphina, and their Petpets, a Reptillior and a Faellie, on an epic fantastical journey through Neopia to restore one of the most popular parts of the site. This graphic novel also includes a universal code for a new one-time-use item in the back, which can be redeemed on the Neopets website and used in the Battledome. This is officially licensed merchandise from Neopets © 1999-2024. All Rights Reserved. "The satisfying ending, likable main characters, and fun banter make this an appealing adventure for nostalgic readers who grew up playing Neopets as well as those who are new to this world. Exciting and endearing from start to finish." - Kirkus Reviews "I liked it and I’m a harsh critic." - Josh Elder (jawsch), the Grundo King "This story was a tasty treat! Filled with suspense, humor, and Neopian lore, readers of all ages will love this heartfelt graphic novel about how the loss of a major resource can impact a society." - Brigitta Blair, artist and author of the upcoming graphic novel, Cramming "Fans will enjoy seeing so many of the Neopians in their world, as well as the references to other content." - School Library Journal
Neopets: The Omelette Faerie
Author: Rebecca Mix
Publisher: Andrews McMeel Publishing
ISBN:
Category : Young Adult Fiction
Languages : en
Pages : 112
Book Description
SOMETHING HAS HAPPENED! Based on the popular online game Neopets comes the first in a series of graphic novels! Join Sabre-X, his Petpet Fang, a disgraced Fire Faerie with a checkered past, and all of your favorite Neopets characters in this original graphic novel that's about forgiveness, magic, and love (with classic Neopian humor laced throughout). Legend has it that hundreds of years ago, a dinosaur of GIGANTIC proportions laid a massive egg. That egg split open, and started to bake in the sun. Ever since then, a giant omelette has been cooking on the Tyrannian Plateau. It may seem silly, but it is true. The Giant Omelette is a staple in Neopets. Each day, hungry Neopets approach the massive, eggy monolith and manage to take a slice. But this isn’t a story about how the Giant Omelette came to be. It is the story of how we almost lost it—forever. In this beautifully illustrated original graphic novel, readers will follow Sabre-X, a disgraced Fire Faerie named Seraphina, and their Petpets, a Reptillior and a Faellie, on an epic fantastical journey through Neopia to restore one of the most popular parts of the site. This graphic novel also includes a universal code for a new one-time-use item in the back, which can be redeemed on the Neopets website and used in the Battledome. This is officially licensed merchandise from Neopets © 1999-2024. All Rights Reserved. "The satisfying ending, likable main characters, and fun banter make this an appealing adventure for nostalgic readers who grew up playing Neopets as well as those who are new to this world. Exciting and endearing from start to finish." - Kirkus Reviews "I liked it and I’m a harsh critic." - Josh Elder (jawsch), the Grundo King "This story was a tasty treat! Filled with suspense, humor, and Neopian lore, readers of all ages will love this heartfelt graphic novel about how the loss of a major resource can impact a society." - Brigitta Blair, artist and author of the upcoming graphic novel, Cramming "Fans will enjoy seeing so many of the Neopians in their world, as well as the references to other content." - School Library Journal
Publisher: Andrews McMeel Publishing
ISBN:
Category : Young Adult Fiction
Languages : en
Pages : 112
Book Description
SOMETHING HAS HAPPENED! Based on the popular online game Neopets comes the first in a series of graphic novels! Join Sabre-X, his Petpet Fang, a disgraced Fire Faerie with a checkered past, and all of your favorite Neopets characters in this original graphic novel that's about forgiveness, magic, and love (with classic Neopian humor laced throughout). Legend has it that hundreds of years ago, a dinosaur of GIGANTIC proportions laid a massive egg. That egg split open, and started to bake in the sun. Ever since then, a giant omelette has been cooking on the Tyrannian Plateau. It may seem silly, but it is true. The Giant Omelette is a staple in Neopets. Each day, hungry Neopets approach the massive, eggy monolith and manage to take a slice. But this isn’t a story about how the Giant Omelette came to be. It is the story of how we almost lost it—forever. In this beautifully illustrated original graphic novel, readers will follow Sabre-X, a disgraced Fire Faerie named Seraphina, and their Petpets, a Reptillior and a Faellie, on an epic fantastical journey through Neopia to restore one of the most popular parts of the site. This graphic novel also includes a universal code for a new one-time-use item in the back, which can be redeemed on the Neopets website and used in the Battledome. This is officially licensed merchandise from Neopets © 1999-2024. All Rights Reserved. "The satisfying ending, likable main characters, and fun banter make this an appealing adventure for nostalgic readers who grew up playing Neopets as well as those who are new to this world. Exciting and endearing from start to finish." - Kirkus Reviews "I liked it and I’m a harsh critic." - Josh Elder (jawsch), the Grundo King "This story was a tasty treat! Filled with suspense, humor, and Neopian lore, readers of all ages will love this heartfelt graphic novel about how the loss of a major resource can impact a society." - Brigitta Blair, artist and author of the upcoming graphic novel, Cramming "Fans will enjoy seeing so many of the Neopians in their world, as well as the references to other content." - School Library Journal
Oppy Wood
Author: David Bilton
Publisher: Casemate Publishers
ISBN: 1783409452
Category : History
Languages : en
Pages : 343
Book Description
This latest book in the Battleground Europe series describes the battles over several years, and in particular 1917 and 1918, for a wood and small village. The Germans stubbornly refused to retreat as the area held a key position in their defense of Arras.In the bitter fighting, thousands of young men mainly from East Yorkshire (Hull) and East Lancashire were sacrificed.
Publisher: Casemate Publishers
ISBN: 1783409452
Category : History
Languages : en
Pages : 343
Book Description
This latest book in the Battleground Europe series describes the battles over several years, and in particular 1917 and 1918, for a wood and small village. The Germans stubbornly refused to retreat as the area held a key position in their defense of Arras.In the bitter fighting, thousands of young men mainly from East Yorkshire (Hull) and East Lancashire were sacrificed.
Neopets: The Ultimate Field Guide
Author: Vivian LaRue
Publisher: HarperFestival
ISBN: 9780061432408
Category : Juvenile Nonfiction
Languages : en
Pages : 130
Book Description
" Virtual prize--Unlock your prize inside!"--Cover.
Publisher: HarperFestival
ISBN: 9780061432408
Category : Juvenile Nonfiction
Languages : en
Pages : 130
Book Description
" Virtual prize--Unlock your prize inside!"--Cover.
Stargate SG1 Compendium
Time
Author: Briton Hadden
Publisher:
ISBN:
Category : Current events
Languages : en
Pages : 798
Book Description
Publisher:
ISBN:
Category : Current events
Languages : en
Pages : 798
Book Description
The Parent App
Author: Lynn Schofield Clark
Publisher: Oxford University Press
ISBN: 0199899614
Category : Computers
Languages : en
Pages : 320
Book Description
Offers parents strategies for coping with the increasing presence of digital and mobile media and for managing new technology for their children, and examines how approaches differ among families according to income.
Publisher: Oxford University Press
ISBN: 0199899614
Category : Computers
Languages : en
Pages : 320
Book Description
Offers parents strategies for coping with the increasing presence of digital and mobile media and for managing new technology for their children, and examines how approaches differ among families according to income.
The Modern Parent's Guide to Kids and Video Games
Author: Scott Steinberg
Publisher: Lulu.com
ISBN: 1105154475
Category : Games & Activities
Languages : en
Pages : 149
Book Description
Nearly 40 years after their invention and a decade after exploding onto the mainstream, video games still remain a mystery to many parents, including which titles are appropriate, and their potential side-effects on kids. Now the answers are at your fingertips. Offering unrivaled insight and practical, real-world strategies for making gaming a positive part of family life, The Modern Parent's Guide to Kids and Video Games provides a vital resource for today's parent. From picking the right software to promoting online safety, setting limits and enforcing house rules, it offers indispensable hints, tips and how-to guides for fostering healthy play and development. Includes: Complete Guides to PC, Console, Mobile, Online & Social Games - Using Parental Controls and Game Ratings - Picking the Right Games - The Latest on Violence, Addiction, Online Safety - Setting Rules & Time Limits - Best Games for All Ages - Essential Tools & Resources. "An essential guide for parents." Jon Swartz, USA Today
Publisher: Lulu.com
ISBN: 1105154475
Category : Games & Activities
Languages : en
Pages : 149
Book Description
Nearly 40 years after their invention and a decade after exploding onto the mainstream, video games still remain a mystery to many parents, including which titles are appropriate, and their potential side-effects on kids. Now the answers are at your fingertips. Offering unrivaled insight and practical, real-world strategies for making gaming a positive part of family life, The Modern Parent's Guide to Kids and Video Games provides a vital resource for today's parent. From picking the right software to promoting online safety, setting limits and enforcing house rules, it offers indispensable hints, tips and how-to guides for fostering healthy play and development. Includes: Complete Guides to PC, Console, Mobile, Online & Social Games - Using Parental Controls and Game Ratings - Picking the Right Games - The Latest on Violence, Addiction, Online Safety - Setting Rules & Time Limits - Best Games for All Ages - Essential Tools & Resources. "An essential guide for parents." Jon Swartz, USA Today
Childhood Under Siege
Author: Joel Bakan
Publisher: Simon and Schuster
ISBN: 1439141185
Category : Social Science
Languages : en
Pages : 290
Book Description
Corporations have found a new resource to be mined for profit: our children. In this shocking and indelible behind-the-scenes journey, Joel Bakan, acclaimed author and award-winning maker of the renowned film and international bestselling book The Corporation, uncovers the astonishing degree to which companies exploit the special vulnerabilities of children, manipulate parents’ fears, and operate with callous disregard for children’s health and well-being. The number of children taking dangerous psychotropic drugs has skyrocketed as pharmaceutical companies employ insidious, often illegal tactics to inflate diagnoses of disorders and convince parents their children require medication. A highly sophisticated marketing industry deploys increasingly subtle and powerful tactics to play on children’s intense emotions and desires and to lure them into obsessive consumerism. Computer game designers craft techniques to titillate children with sex and violence, while social media developers infiltrate and shape children’s social and emotional worlds to compel them to spend more and more monetizable time online. America’s schools are being transformed into profit centers while children are subjected to increasingly regimented teaching that thwarts curiosity and creativity, numbing the joy of learning. And children’s chronic health problems, from asthma to cancer, autism, and birth defects, steadily escalate as thousands of new industrial chemicals are dumped into their environments. Nelson Mandela once sagely remarked that “there can be no keener revelation of a society’s soul than the way it treats its children.” The problem today, as Joel Bakan reveals, is that business interests have made protecting children extremely difficult. Corporations pump billions into rendering parents and governments powerless to shield children from an unrelenting commercial assault, with the result that after a century of progress, during which protective laws and regulations were widely promulgated, children are once again exposed to substantial harms at the hands of economic actors. Childhood Under Siege leaves no room for doubt that this assault on childhood is a major crisis of our time. A powerful manifesto for urgent change, it empowers us to shield our own children while offering concrete and realistic proposals for legal reforms that would protect all children from these predatory practices.
Publisher: Simon and Schuster
ISBN: 1439141185
Category : Social Science
Languages : en
Pages : 290
Book Description
Corporations have found a new resource to be mined for profit: our children. In this shocking and indelible behind-the-scenes journey, Joel Bakan, acclaimed author and award-winning maker of the renowned film and international bestselling book The Corporation, uncovers the astonishing degree to which companies exploit the special vulnerabilities of children, manipulate parents’ fears, and operate with callous disregard for children’s health and well-being. The number of children taking dangerous psychotropic drugs has skyrocketed as pharmaceutical companies employ insidious, often illegal tactics to inflate diagnoses of disorders and convince parents their children require medication. A highly sophisticated marketing industry deploys increasingly subtle and powerful tactics to play on children’s intense emotions and desires and to lure them into obsessive consumerism. Computer game designers craft techniques to titillate children with sex and violence, while social media developers infiltrate and shape children’s social and emotional worlds to compel them to spend more and more monetizable time online. America’s schools are being transformed into profit centers while children are subjected to increasingly regimented teaching that thwarts curiosity and creativity, numbing the joy of learning. And children’s chronic health problems, from asthma to cancer, autism, and birth defects, steadily escalate as thousands of new industrial chemicals are dumped into their environments. Nelson Mandela once sagely remarked that “there can be no keener revelation of a society’s soul than the way it treats its children.” The problem today, as Joel Bakan reveals, is that business interests have made protecting children extremely difficult. Corporations pump billions into rendering parents and governments powerless to shield children from an unrelenting commercial assault, with the result that after a century of progress, during which protective laws and regulations were widely promulgated, children are once again exposed to substantial harms at the hands of economic actors. Childhood Under Siege leaves no room for doubt that this assault on childhood is a major crisis of our time. A powerful manifesto for urgent change, it empowers us to shield our own children while offering concrete and realistic proposals for legal reforms that would protect all children from these predatory practices.
Nintendo Power
Building Imaginary Worlds
Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1136220801
Category : Literary Criticism
Languages : en
Pages : 435
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Publisher: Routledge
ISBN: 1136220801
Category : Literary Criticism
Languages : en
Pages : 435
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.