Two Cheers for Anarchism: Six Easy Pieces on Autonomy, Dignity and Meaningful Work and Play


James C. Scott - 2012
    Now, in his most accessible and personal book to date, the acclaimed social scientist makes the case for seeing like an anarchist. Inspired by the core anarchist faith in the possibilities of voluntary cooperation without hierarchy, Two Cheers for Anarchism is an engaging, high-spirited and often very funny defense of an anarchist way of seeing--one that provides a unique and powerful perspective on everything from everyday social and political interactions to mass protests and revolutions. Through a wide-ranging series of memorable anecdotes and examples, the book describes an anarchist sensibility that celebrates the local knowledge, common sense and creativity of ordinary people. The result is a kind of handbook on constructive anarchism that challenges us to radically reconsider the value of hierarchy in public and private life, from schools and workplaces to retirement homes and government itself.Beginning with what Scott calls "the law of anarchist calisthenics," an argument for law-breaking inspired by an East German pedestrian crossing, each chapter opens with a story that captures an essential anarchist truth. In the course of telling these stories, Scott touches on a wide variety of subjects: public disorder and riots, desertion, poaching, vernacular knowledge, assembly-line production, globalization, the petty bourgeoisie, school testing, playgrounds and the practice of historical explanation.Far from a dogmatic manifesto, Two Cheers for Anarchism celebrates the anarchist confidence in the inventiveness and judgment of people who are free to exercise their creative and moral capacities.James C. Scott is the Sterling Professor of Political Science, professor of anthropology, and codirector of the Agrarian Studies Program at Yale University. His books include Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed; Domination and the Arts of Resistance: Hidden Transcripts; and most recently, The Art of Not Being Governed: An Anarchist History of Upland Southeast Asia. He is a fellow of the American Academy of Arts and Sciences and part-time farmer.

Prehistoric Investigations: From Denisovans to Neanderthals; DNA to stable isotopes; hunter-gathers to farmers; stone knapping to metallurgy; cave art to stone circles; wolves to dogs


Christopher Seddon - 2016
    In addition to fieldwork and traditional methods, paleoanthropologists and archaeologists now draw upon genetics and other cutting-edge scientific techniques. In fifty chapters, Prehistoric Investigations tells the story of the many thought-provoking discoveries that have transformed our understanding of the distant past.

Synthetic Worlds: The Business and Culture of Online Games


Edward Castronova - 2005
    People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Improvisation for the Theater


Viola Spolin - 1963
    Viola Spolin's improvisational techniques changed the very nature and practice of modern theater. The first two editions of Improvisation for the Theater sold more than 100,000 copies and inspired actors, directors, teachers, and writers in theater, television, film. These techniques have also influenced the fields of education, mental health, social work, and psychology.

Invitations to Love: Literacy, Love Letters, and Social Change in Nepal


Laura M. Ahearn - 2001
    Laura M. Ahearn shows that young Nepalese people are applying their newly acquired literacy skills to love-letter writing, fostering a transition that involves not only a shift in marriage rituals, but also a change in how villagers conceive of their own ability to act and attribute responsibility for events. These developments have potential ramifications that extend far beyond the realm of marriage and well past the Himalayas.The love-letter correspondences examined by Ahearn also provide a deeper understanding of the social effects of literacy. While the acquisition of literary skills may open up new opportunities for some individuals, such skills can also impose new constraints, expectations, and disappointments. The increase in female literacy rates in Junigau in the 1990s made possible the emergence of new courtship practices and facilitated self-initiated marriages, but it also reinforced certain gender ideologies and undercut some avenues to social power, especially for women. Scholars, and students in such fields as anthropology, women's studies, linguistics, development studies, and South Asian studies will find this book ethnographically rich and theoretically insightful. Laura M. Ahearn is Assistant Professor of Anthropology, Rutgers University.

Three Suitors: One Husband and Until Further Notice (Playscripts)


Guillaume Oyono-Mbia - 1974
    

Dirk Gently's Holistic Detective Agency


James Goss - 2016
    In Dirk Gently's Holistic Detective Agency, Dirk finds himself on the trail of a gruesome murderer who is somehow involved with the works of Coleridge, quantum physics, and the enigmatic study of the Cambridge Professor of Chronology. Ultimately, the stakes of the case are far greater than a single murder, but go to the fate of life on Earth. Confused? Don't be - everything is connected.

The Rain and the Night


Wilton Sankawulo - 1979
    The spiritual leader of Fuama, Gayflor, opts to lead the army on this campaign.

Laboring: Stories of a New York City Hospital Midwife


Ellen Cohen - 2013
    In this compelling first-person narrative she transports you into her world at the bedside in the maternity wards where childbirth dramas take place. In the challenging environment of urban clinics and crowded labor rooms the midwife strives to bring personalized care, dignity and a sense of empowerment to every patient. Like an updated U.S. version of "Call the Midwife," the British best seller and television series, this book describes some of the most unforgettable births, the most heartwarming -- and the rare heartbreaking -- experiences of her career. Memorable patients include Mia, a mentally ill woman whose stomach ache turns out to be a baby; teenager Shaniqua who breezes through birth despite her youth; and Jeremiah, a little boy born HIV-infected who captures the love of the entire staff. Through these stories, readers will gain insight into many variations in pregnancy and birth, and learn what is special about the midwifery approach to care. You may be surprised to learn how similar Cohen's patients' childbirth experiences were to your own, and where they differed.

Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence


Gerard Jones - 2002
    From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.

The Grasshopper: Games, Life and Utopia


Bernard Suits - 1978
    "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.

The Way to Somewhere


Angie Day - 2002
    But it seems the world around her won't cooperate -- she keeps getting involved with the wrong friends, the wrong older man, even the wrong Mr. Right. Her relationship with her family is downright dysfunctional -- while her mother is a holdover from the 1950s, her father embraces the go-go 1970s with abandon. So Taylor, left to her own devices, determines her life's road map -- a plan that will get her out of her house and out of Houston. A plan that will get her somewhere. "The Way to Somewhere" traces Taylor's odyssey as she moves from teenager to woman, with equal parts awkwardness, conflict, and resolve. All the while, Taylor struggles to shape reality into her dreams of the forever after. When a complex romantic entanglement leads to a fascination with furniture restoration, Taylor seems to have found the precise balance of science and logic that she desperately seeks. Yet somehow, her experiences continue to be more surprising and disastrous than smoothly aligned, until eventually all of these wrong turns set her life further on its own true course.Resonant and moving, funny and wise, "The Way to Somewhere" charts Taylor's growth as she flings herself headlong into sex, love, relationships, and renewal. In the end, Taylor's happiness hinges on learning not only to accept but to embrace those elements of her life that she had once tossed aside in search of better things.With the quick wit of Tom Perrotta's "Bad Haircut" and the emotional timbre of Wally Lamb's "She's Come Undone," Angie Day's "The Way to Somewhere" is an exceptional exploration ofthat fragile bridge between adolescence and adulthood, and what shores us up -- or breaks us apart.

Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers


Dave Gray - 2010
    But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution

French: Short Stories For Beginners - 9 Captivating Short Stories to Learn French & Expand Your Vocabulary While Having Fun


The Language Academy - 2016
    And that’s exactly why we created this book. Short Stories + Foreign Language = Faster Learning We know how difficult it may seem to learn a foreign language from scratch, let alone trying to put all that learning into practice. But what you might not realize is that it's fairly easy to fully incorporate the essentials of a language once you frame that learning into a certain context (for example, a short story). Short stories allow you to put what you’ve learned so far into practice, allowing you to expand your vocabulary quickly, make sense of ideas, understand new concepts, and overall get a better grasp of the French language. Short stories work because they eliminate the stress of forcing yourself to learn. Instead, when you read the 9 captivating short stories we’ve prepared for you, you will learn French without even realizing you’re learning it! Your goal is to simply focus on a single story at a time (they only a take few minutes to read). The stories consist of multiple genres, including adventure, fantasy, mystery, romance, just to name a new. We wanted these stories to be fun, interesting, and appealing, motivating you to keep on reading to find out what happens next. That’s the very best way to learn, don’t you think? BONUS: Vocabulary Lists, Multiple Choice Exercises & Summaries of Each Story In this book you’ll find a total of 9 short stories in French. Each story is divided into three chapters. You start by reading Chapter one, then you go to the Annex, and you’ll find there a quick summary of what you just read, a vocabulary list, and several multiple choice exercises intended to help you forge a deeper understanding of the story as it goes. Once you’re done with this section, you move on to Chapter 2, then Chapter 3, and then you move on to the next story. It’s so easy and fun you won’t believe it. READ: French Short Stories For Beginners - 9 Captivating Short Stories to Learn French & Expand Your Vocabulary While Having Fun "French Short Stories For Beginners" contains a multitude of vocabulary lists including words and phrases you can incorporate to grow your French vocabulary to unprecedented levels. We chose each of those words carefully, aiming to support the beginner and intermediate student alike. We are absolutely sure will love all our stories, and we sincerely hope they help you learn French much, much faster. How Will You French Skills Improve? You will learn new words without even realizing it You will incorporate key phrases of the French language You will understand how context affects the meaning of certain words You will get a break from all those dusty French grammar books you own You will have fun reading entertaining stories on multiple genres You will get a chance to apply what you already know Most importantly,you will get a better overall grasp of the French