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This World Fantasy Award winner in the vein of Animal Farm delves into a lab worthy of a mad Nazi scientist—but run by a brilliantly sadistic rodent. In the annals of American literature, there has never been a character quite like Doctor Rat, PhD. From one of the most indispensable storytellers in speculative fiction, this biting satire introduces a narrator of learned charm and humor, and a twisted logic that is absolutely chilling. Doctor Rat is a credit to his species. A survivor of the most refined scientific experiments, now removed from the maze, he has become a valued and productive member of the academic community. When he must administer a lethal dose, he comforts his fellow rats with his compassionate slogan: “Death is freedom.” But everything changes when animals worldwide begin to rebel, refusing to accept their proper places in the natural order of things: as test subjects, pets, or food. And only Doctor Rat has the courage to defend mankind from the ungrateful animal kingdom. Hailed by the Los Angeles Times as “dazzlingly original” and “occasionally quite beautiful,” Doctor Rat is a sly and stylish indictment of fanaticism in mice and men. “A truly imaginative impresario . . . [Doctor Rat] teases your conscience with educated wit and versatile improvisation, not to mention the casual flick of the tail about to be cut off.” —Kirkus Reviews
These histories reveal not only the working of the unconscious in paranoid and neurotic cases, but also the agility of Freud's own mind and his method for treating the disorders. Notes upon a case of obessional neurosis (1909) Pscyhoanalytic notes upon an autobiographical account of a case of paranoia (dementia paranoides) (1911) From the history of an infantile neurosis (1918)
Some extraordinary rats come to the aid of a mouse family in this Newbery Medal Award–winning classic by notable children’s author Robert C. O’Brien. Mrs. Frisby, a widowed mouse with four small children, is faced with a terrible problem. She must move her family to their summer quarters immediately, or face almost certain death. But her youngest son, Timothy, lies ill with pneumonia and must not be moved. Fortunately, she encounters the rats of NIMH, an extraordinary breed of highly intelligent creatures, who come up with a brilliant solution to her dilemma. And Mrs. Frisby in turn renders them a great service.
To what extent, and in what manner, do storytelling practices accommodate nonhuman subjects and their modalities of experience, and how can contemporary narrative study shed light on interspecies interactions and entanglements? In Narratology beyond the Human, David Herman addresses these questions through a cross-disciplinary approach to post-Darwinian narratives concerned with animals and human-animal relationships. Herman considers the enabling and constraining effects of different narrative media, examining a range of fictional and nonfictional texts disseminated in print, comics and graphic novels, and film. In focusing on techniques such as the use of animal narrators, alternation between human and nonhuman perspectives, the embedding of stories within stories, and others, the book explores how specific strategies for portraying nonhuman agents both emerge from and contribute to broader attitudes toward animal life. Herman argues that existing frameworks for narrative inquiry must be modified to take into account how stories are interwoven with cultural ontologies, or understandings of what sorts of beings populate the world and how they relate to humans. Showing how questions of narrative bear on ideas of species difference and assumptions about animal minds, Narratology beyond the Human underscores our inextricable interconnectedness with other forms of creatural life and suggests that stories can be used to resituate imaginaries of human action in a more-than-human world.
Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.
English drama at the beginning of the sixteenth century was allegorical, didactic and moralistic; but by the end of the century theatre was censured as emotional and even immoral. How could such a change occur? Kent Cartwright suggests that some theories of early Renaissance theatre - particularly the theory that Elizabethan plays are best seen in the tradition of morality drama - need to be reconsidered. He proposes instead that humanist drama of the sixteenth century is theatrically exciting - rather than literary, elitist and dull as it has often been seen - and socially significant, and he attempts to integrate popular and humanist values rather than setting them against each other. Taking as examples the plays of Marlowe, Heywood, Lyly and Greene, as well as many by lesser-known dramatists, the book demonstrates the contribution of humanist drama to the theatrical vitality of the sixteenth century.
'Gammer Gurton's Needle' is the second earliest extant English comedy, properly so called. The play is a comedy-farce in five acts, the central idea being the loss by an old dame of her needle, a half-crazy mischief-making wag setting it about that this (at that time of day) precious possession has been stolen by another old woman, the whole village being ultimately set by the ears about the matter. Finally it is found sticking in the breech of Gammer Gurton's man Hodge.
From the incomparable William Steig, creator of Shrek, comes a story that proves even a fox can be out-foxed by a clever mouse in Doctor De Soto, a Newbery Honor Book. "Doctor De Soto, the dentist, did very good work." With the aid of his able assistant, Mrs. De Soto, he copes with the toothaches of animals large and small. His expertise is so great that his fortunate patients never feel any pain. Since he's a mouse, Doctor De Soto refuses to treat "dangerous" animals--that is, animals who have a taste for mice. But one day a fox shows up and begs for relief from the tooth that's killing him. How can the kindhearted De Sotos turn him away? But how can they make sure that the fox doesn't give in to his baser instincts once his tooth is fixed? Those clever De Sotos will find a way. Doctor De Soto is a 1982 New York Times Book Review Notable Children's Book of the Year and Outstanding Book of the Year, a 1983 Boston Globe - Horn Book Awards Honor Book for Picture Books, and a 1983 Newbery Honor Book. Made into an animated short film in 1984 by American director and animator Michael Sporn.