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A Scooby-riffic mystery series! The Gang get ready for some serious shopping when they head to the Happy Valley Mega Mall. Daphne, Fred, Velma, and even Scooby and Shaggy want to check out the new store, Dr. Yuckenstein's Make-A-Monster Laboratory where they can make their own customized monster dolls! But - ruh-roh - a mega-sized monster has come to life and is scaring away all the customers! It's a monster of a mystery that only Scooby-Doo and Mystery, Inc. can solve!
The ultimate unreliable narrator takes readers on a thrill ride in this highly acclaimed novel. Prepare to grasp for truth until the very last page. Micah is a liar. That's the one thing she won't lie about. Over the years, she's duped her classmates, her teachers, and even her parents. But when her boyfriend Zach dies under brutal circumstances, Micah sets out to tell the truth. At first the truth comes easily. Other truths are so unbelievable, so outside the realm of normal, they must be a lie. And the honest truth is buried so deep in Micah's mind even she doesn't know if it's real. "Readers will get chills . . . [and] be guessing and theorizing long after they've finished this gripping story." -Publishers Weekly, starred review "[Micah's] suspenseful, supernatural tale is engrossing. . . . The chilling story she spins will have readers' hearts racing." -School Library Journal, starred review "An engrossing story of teenage life on the margins." -Kirkus Reviews, starred review An ALA Best Book for Young Adults A School Library Journal Best Book of the Year A Kirkus Reviews Best Young Adult Book of 2009
Return to Sunnydale in a brand-new series by New York Times best-selling author Kendare Blake, set in the world of Buffy the Vampire Slayer. Frankie Rosenberg wasn't yet alive when her mom, Willow, her aunt Buffy, and the original Scooby Gang destroyed the Hellmouth and saved the world from the First Evil. These days, life in New Sunnydale is blissfully quiet. Frankie is just trying to survive her sophomore year at the rebuilt high school and use her budding magical powers to make the world a better place. But that world is suddenly plunged into danger when the slayer community is the target of a deadly attack, leaving the future of the line uncertain. Then Frankie discovers she's sort of freakishly strong. Oh, and there's something Willow never told her about her true identity. Cue the opening credits. Quicker than she can carve a stake, Frankie discovers there's more to saving the world than witty one-liners and stupid hot demons. now everyone looks to her for answers, but speaking up has never been her strong suit. And it's hard to be taken seriously when your mom is such a powerful witch she almost ended the world once, while your greatest magic trick is recycling. Despite the many challenges standing in her way, Frankie must assemble her own bumbling Scooby Gang, get dressed up in Buffy's (vintage '90s) clothes, and become a new slayer for a new generation―before whatever came for the rest of the slayers comes for her next. “A worthy successor to the Slayer stories.” –Booklist Starred Review
Ghosts and other supernatural phenomena are widely represented throughout modern culture. They can be found in any number of entertainment, commercial, and other contexts, but popular media or commodified representations of ghosts can be quite different from the beliefs people hold about them, based on tradition or direct experience. Personal belief and cultural tradition on the one hand, and popular and commercial representation on the other, nevertheless continually feed each other. They frequently share space in how people think about the supernatural. In Haunting Experiences, three well-known folklorists seek to broaden the discussion of ghost lore by examining it from a variety of angles in various modern contexts. Diane E. Goldstein, Sylvia Ann Grider, and Jeannie Banks Thomas take ghosts seriously, as they draw on contemporary scholarship that emphasizes both the basis of belief in experience (rather than mere fantasy) and the usefulness of ghost stories. They look closely at the narrative role of such lore in matters such as socialization and gender. And they unravel the complex mix of mass media, commodification, and popular culture that today puts old spirits into new contexts.
Once upon a time, boys and girls grew up and set aside childish things. Nowadays, moms and dads skateboard alongside their kids and download the latest pop-song ringtones. Captains of industry pose for the cover of BusinessWeek holding Super Soakers. The average age of video game players is twenty-nine and rising. Top chefs develop recipes for Easy-Bake Ovens. Disney World is the world’s top adult vacation destination (that’s adults without kids). And young people delay marriage and childbirth longer than ever in part to keep family obligations from interfering with their fun fun fun. Christopher Noxon has coined a word for this new breed of grown-up: rejuveniles. And as a self-confessed rejuvenile, he’s a sympathetic yet critical guide to this bright and shiny world of people who see growing up as “winding down”—exchanging a life of playful flexibility for anxious days tending lawns and mutual funds. In Rejuvenile, Noxon explores the historical roots of today’s rejuveniles (hint: all roads lead to Peter Pan), the “toyification” of practical devices (car cuteness is at an all-time high), and the new gospel of play. He talks to parents who love cartoons more than their children do, twenty-somethings who live happily with their parents, and grown-ups who evangelize on behalf of all-ages tag and Legos. And he takes on the “Harrumphing Codgers,” who see the rejuvenile as a threat to the social order. Noxon tempers stories of his and others’ rejuvenile tendencies with cautionary notes about “lost souls whose taste for childish things is creepy at best.” (Exhibit A: Michael Jackson.) On balance, though, he sees rejuveniles as optimists and capital-R Romantics, people driven by a desire “to hold on to the part of ourselves that feels the most genuinely human. We believe in play, in make believe, in learning, in naps. And in a time of deep uncertainty, we trust that this deeper, more adaptable part of ourselves is our best tool of survival.” Fresh and delightfully contrarian, Rejuvenile makes hilarious sense of this seismic culture change. It’s essential reading not only for grown-ups who refuse to “act their age,” but for those who wish they would just grow up.
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Through the use of humour, fun exercises, and a plethora of innovative and interesting selections from writers such as Dave Barry, Al Franken, J.R.R. Tolkien, as well as from the film 'The Matrix', this text hones students' critical thinking skills.
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Spanning 25 years of serious writing on hip-hop by noted scholars and mainstream journalists, this comprehensive anthology includes observations and critiques on groundbreaking hip-hop recordings.