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Scrutinizes the technical aspects and ideological background of the MIT world models on the future of mankind
Examines the factors which limit human economic and population growth and outlines the steps necessary for achieving a balance between population and production. Bibliogs
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
Presents the adventures of the Fantastic Four's battles with their enemy Von Doom.
Bow before the majesty of Doctor Doom! The greatest villain of all is celebrated in a tome of tyranny six decades in the making! Featuring the Latverian ruler's first battle with the accursed Reed Richards and his Fantastic Four -- and their most epic clashes since! Plus, Doom's unforgettable encounters with Spider-Man, Iron Man, the X-Men and the Avengers! A trip to hell with Doctor Strange! The power of the Beyonder! Victor von Doom's incredible life story contained in the Books of Doom! And more tales of the Lord of Latveria! COLLECTING: Fantastic Four (1961) 5-6, 39-40, 246-247, 258, 278-279, 350, 352; Amazing Spider-Man (1963) 5; Marvel Super-Heroes (1967) 20; Giant-Size Super-Villain Team-Up (1975) 1-2; Super-Villain Team-Up (1975) 13-14; Champions (1975) 16; Amazing Spider-Man Annual (1964) 14; Uncanny X-Men (1981) 145-147; Iron Man (1968) 149-150; Marvel Super Heroes Secret Wars (1984) 10-12; Marvel Graphic Novel (1982): Emperor Doom, Doctor Strange and Doctor Doom - Triumph and Torment; Fantastic Four (1998) 67-70, 500; Fantastic Four Special (2005) 1; Books of Doom (2005) 1-6; material from Fantastic Four (1961) 236, 358; Fantastic Four Annual (1963) 2; Astonishing Tales (1970) 1-3, 6-8; Marvel Double-Shot (2003) 2
The 1960s and early 70s saw the evolution of Frontier Myths even as scholars were renouncing the interpretive value of myths themselves. Works like Joe Haldeman’s The Forever War exemplified that rejection using his experiences during the Vietnam War to illustrate the problematic consequences of simple mythic idealism. Simultaneously, Americans were playing with expanded and revised versions of familiar Frontier Myths, though in a contemporary context, through NASA’s lunar missions, Star Trek, and Gerard K. O’Neill’s High Frontier. This book examines the reasons behind the exclusion of Frontier Myths to the periphery of scholarly discourse, and endeavors to build a new model for understanding their enduring significance. This model connects NASA’s failed attempts to recycle earlier myths, wholesale, to Star Trek’s revision of those myths and rejection of the idea of a frontier paradise, to O’Neill’s desire to realize such a paradise in Earth’s orbit. This new synthesis defies the negative connotations of Frontier Myths during the 1960s and 70s and attempts to resuscitate them for relevance in the modern academic context.
The centuries following the collapse of the Roman Empire saw extraordinary change across Western Europe - in institutions, social structure, rural and urban life, religion, learning, scholarship and art. This innovative textbook provides students coming to the study of Early Medieval Europe for the first time with the conceptual and methodological tools to investigate the period for themselves. It identifies major research questions and historiographical debates and offers guidance on how to engage with and evaluate the major documentary sources and the evidence of art history and archaeology. Ideally structured to support courses and classes in Medieval European history, the book's features include: Over 50 carefully selected maps and illustrations accompanied by explanatory commentary Detailed guidance on further reading with research questions to aid understanding Timelines and maps to orientate the reader in each chapter An extensive companion website providing practical study guidance, reference materials and access to further primary sources Offering a road map to the rich written and non-written sources for this period, and the exciting recent scholarship, this book is an essential guide for any student wishing to gain a deeper level of understanding and greater confidence in creative and independent historical thought.