Everytime George Sheldon sees a particular blue SUV bad things happen, but no one believes that George is seeing the Devil at his most devious. Losing his wife, his home, and his job, George must find a way to prove that he has not lost his sanity so as to get himself out of the mental institution he is finally committed to.
The first complete account of America's most dangerous foreign policy miscalculation--60 years of support for Islamic fundamentalism--is the gripping story of America's misguided efforts, stretching across decades, to dominate the strategically vital Middle East by courting and cultivating Islamic fundamentalism.
The third installment in New York Times bestselling author Joanna Wylde's Reapers Motorcycle Club series Liam “Hunter” Blake hates the Reapers MC. Born and raised a Devil’s Jack, he knows his duty. He’ll defend his club from their oldest enemies—the Reapers—using whatever weapons he can find. But why use force when the Reapers’ president has a daughter who’s alone and vulnerable? Hunter has wanted her from the minute he saw her, and now he has an excuse to take her. Em has lived her entire life in the shadow of the Reapers. Her overprotective father, Picnic, is the club’s president. The last time she had a boyfriend, Picnic shot him. Now the men in her life are far more interested in keeping her daddy happy than showing her a good time. Then she meets a handsome stranger—a man who isn't afraid to treat her like a real woman. One who isn't afraid of her father. His name is Liam, and he’s The One. Or so she thinks.
Devilish Games How can one little plush devil lead to so much decadent sin? Three couples. Three games of Spin Devil. Multiple nights of bliss. Spin Devil Spin It Again Spin Some More
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Everyone knows Rumpelstiltskin’s story—or thinks they do. But this innocent-seeming tale hides generations of women’s shrewd accounts of their relationships with men. And the verdict is not flattering. The fairytale may count among the world’s oldest dirty jokes. The theme of the tale, an observation repeated and varied throughout, mocks male inadequacy in many forms, beginning with sexual failure. The punchline misplaced, over time its wickedly funny insights about adult life passed for childish nonsense. The story hides, in plain sight, criticism of workplace sexual harassment—centuries before society took notice of the indignity. Rumpelstiltskin tells a feminist tale with lessons for men and women, about what women said to each other when they thought their private conversation and complaints passed unnoticed. In the story’s different versions, the Brothers Grimm, who recorded the tale, missed women’s wry observations.
What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.