Game of Thrones: a Pop-Up Guide to Westeros

Author: Matthew Reinhart

Publisher: Bantam Press

ISBN:

Category: Game of thrones (Television program)

Page: 10

View: 883

Inspired by the Emmy Award-winning title sequence that opens each episode of the hit HBO series, Game of Thrones: A Pop-Up Guide to Westeros is guaranteed to thrill the show's legions of fans. Featuring stunning pop-up recreations of several key locations from the series, including the formidable castle of Winterfell, the lavish capital city King's Landing, and the Wall's stark majesty, this book takes readers into the world of the series like never before. Game of Thrones: A Pop-Up Guide to Westeros features five stunning spreads that fold out to create a remarkable pop-up map of Westeros, as well as numerous mini-pops that bring to life iconic elements of the show, such as direwolves, White Walkers, giants, and dragons. All the pops are accompanied by insightful text that relays the rich history of the Seven Kingdoms and beyond, forming a dynamic reference guide to the world of Game of Thrones. Visually spectacular and enthrallingly interactive, Game of Thrones: A Pop-Up Guide to Westeros sets a new standard for pop-up books and perfectly captures the epic scope and imagination of the series.

Exam Prep for: Game of Thrones; A Pop-Up Guide to Westeros

Author: David Mason

Publisher: Rico Publications

ISBN:

Category: Education

Page: 800

View: 889

Political science is a social science which deals with systems of governance, and the analysis of political activities, political thoughts, and political behavior. This book provides over 2,000 Exam Prep questions and answers to accompany the text Game of Thrones; A Pop-Up Guide to Westeros Items include highly probable exam items: Federalism, Management, Leadership, Voting, Public good, No Child Left Behind Act, Affair, Urbanization, Social forum, Progressive Era, United Russia, hegemony, and more.

Expanding Adaptation Networks

From Illustration to Novelization

Author: Kate Newell

Publisher: Springer

ISBN:

Category: Social Science

Page: 228

View: 915

This book addresses print-based modes of adaptation that have not conventionally been theorized as adaptations—such as novelization, illustration, literary maps, pop-up books, and ekphrasis. It discusses a broad range of image and word-based adaptations of popular literary works, among them The Wizard of Oz, Alice in Wonderland, Daisy Miller, The Strange Case of Dr. Jekyll and Mr. Hyde, Moby Dick, and Adventures of Huckleberry Finn. The study reveals that commercial and franchise works and ephemera play a key role in establishing a work’s iconography. Newell argues that the cultural knowledge and memory of a work is constructed through reiterative processes and proposes a network-based model of adaptation to explain this. Whereas most adaptation studies prioritize film and television, this book’s focus on print invites new entry points for the study of adaptation.

History in Practice

Author: Ludmilla Jordanova

Publisher: Bloomsbury Publishing

ISBN:

Category: History

Page: 368

View: 835

History in Practice explores the discipline's breadth, its complexities and the tasks it takes on. This study, by one of the liveliest and most acute practitioners in the field, demystifies what historians do. It looks at history as an academic discipline but also engages with the use of historical ideas in the wider world. INCLUDED IN THIS INSPIRING NEW EDITION: - A new chapter on history in the digital age covering the use of information technology in historical practice - Extended coverage of the relationships between history and other disciplines - Fresh material on current trends in the practice of history - Over 35 new illustrations spread throughout the book drawn from around the world This book is essential reading for all students seeking an understanding of history as a discipline.

Role-Playing Game Studies

Transmedia Foundations

Author: Sebastian Deterding

Publisher: Routledge

ISBN:

Category: Games & Activities

Page: 484

View: 148

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.