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An engaging and thought provoking volume that speculates on a range of textual works—poetic, novelistic, and programmed—as technical objects With the ascent of digital culture, new forms of literature and literary production are thriving that include multimedia, networked, conceptual, and other as-yet-unnamed genres while traditional genres and media—the lyric, the novel, the book—have been transformed. Word Toys: Poetry and Technics is an engaging and thought-provoking volume that speculates on a range of poetic, novelistic, and programmed works that lie beyond the language of the literary and which views them instead as technical objects. Brian Kim Stefans considers the problems that arise when discussing these progressive texts in relation to more traditional print-based poetic texts. He questions the influence of game theory and digital humanities rhetoric on poetic production, and how non-digital works, such as contemporary works of lyric poetry, are influenced by the recent ubiquity of social media, the power of search engines, and the public perceptions of language in a time of nearly universal surveillance. Word Toys offers new readings of canonical avant-garde writers such as Ezra Pound and Charles Olson, major successors such as Charles Bernstein, Alice Notley, and Wanda Coleman, mixed-genre artists including Caroline Bergvall, Tan Lin, and William Poundstone, and lyric poets such as Harryette Mullen and Ben Lerner. Writers that trouble the poetry/science divide such as Christian Bök, and novelists who have embraced digital technology such as Mark Z. Danielewski and the elusive Toadex Hobogrammathon, anchor reflections on the nature of creativity in a world where authors collaborate, even if unwittingly, with machines and networks. In addition, Stefans names provocative new genres—among them the nearly formless “undigest” and the transpacific “miscegenated script”—arguing by example that interdisciplinary discourse is crucial to the development of scholarship about experimental work.
The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!
Cognitive Development in Digital Contexts investigates the impact of screen media on key aspects of children and adolescents' cognitive development. Highlighting how screen media impact cognitive development, the book addresses a topic often neglected amid societal concerns about pathological media use and vulnerability to media effects, such as aggression, cyber-bullying and Internet addiction. It addresses children and adolescents' cognitive development involving their interactions with parents, early language development, imaginary play, attention, memory, and executive control, literacy and academic performance. - Covers the impact of digital from both theoretical and practical perspectives - Investigates effects of digital media on attention, memory, language and executive functioning - Examines video games, texting, and virtual reality as contexts for learning - Explores parent-child interactions around media - Considers the development of effective educational media - Addresses media literacy and critical thinking about media - Considers social policy for increasing access to high quality education media and the Internet - Provides guidance for parents on navigating children's technology usage
Top-selling collectibles author Longest offers a guide to toys from 1870 to the 1950s, with a special focus on pre-WWI toys. This full-color presentation includes over 750 beautiful photos, each accompanied by historical information, marks, dates and sizes to aid identification, plus current values.
To sort out who's who and what's what in the enchanting, vexing world of Barbies(R) and Ninja Turtles(R), Tinkertoys(R) and teddy bears, is to begin to see what's become of childhood in America. It is this changing world, and what it unveils about our values, that Gary Cross explores in Kids' Stuff, a revealing look into the meaning of American toys through this century. Early in the 1900s toys reflected parents' ideas about children and their futures. Erector sets introduced boys to a realm of business and technology, while baby dolls anticipated motherhood and building blocks honed the fine motor skills of the youngest children. Kids' Stuff chronicles the transformation that occurred as the interests and intentions of parents, children, and the toy industry gradually diverged--starting in the 1930s when toymakers, marketing playthings inspired by popular favorites like Shirley Temple and Buck Rogers, began to appeal directly to the young. TV advertising, blockbuster films like Star Wars(R), and Saturday morning cartoons exploited their youthful audience in new and audacious ways. Meanwhile, powerful social and economic forces were transforming the nature of play in American society. Cross offers a richly textured account of a culture in which erector sets and baby dolls are no longer alone in preparing children for the future, and in which the toys that now crowd the racks are as perplexing for parents as they are beguiling for little boys and girls. Whether we want our children to be high achievers in a competitive world or playful and free from the worries of adult life, the toy store confronts us with many choices. What does the endless array of action figures and fashion dolls mean? Are children--or parents--the dupes of the film, television, and toy industries, with their latest fads and fantasies? What does this say about our time, and what does it bode for our future? Tapping a vein of rich cultural history, Kids' Stuff exposes the serious business behind a century of playthings.
Antiquers, nostalgia buffs, and memorabilia collectors of all types will welcome the great leads offered in this guide to finding free Internet information on the ins and outs of collecting in numerous specialized areas. 80 illustrations.