Queen The Books
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My 10 year old girl loves this bookReview Date: 1999-12-13
Imaginary historical intrigueReview Date: 2006-09-20
The book was written to give an idea of European politics at this time, but on a smaller scale so as to be more easily understood by younger readers. Although Letzenstein is imaginary, it is set in a historical time frame, as well as actually seeming like part of Europe. Catherine asks questions of the princess of another small, imaginary country. The princess says she must marry the heir of the Grand Duke, to forge an alliance between the countries. Did she like the Grand Duke's son that died, Catherine asks. She was puzzled by the response. No, the princess did not like him, but it did not matter, because the alliance was more important.
Despite ideas you may get from the title, this is not a fantasy. The title comes from a gift the prince gives to Catherine, a crystal globe with a castle inside; when she turned the ball she saw a snowstorm in over the castle, which settled after she put it down. The title is appropriate to the rest of the book because of the political turmoil in Letzenstein that winter.
The story never lags for interest, and once I opened it, I had to finish it the same night. Now I can't wait the get the other three in the series.


An Enjoyable ReadReview Date: 2007-07-06
Powerful Storytelling!Review Date: 2007-08-03

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Le roi triste s'en moque des coeurs qu'il briseReview Date: 2004-01-15
A Sad King Doesn't Care Whose Heart He BreaksReview Date: 2001-07-07
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Well worth tracking down.Review Date: 2003-11-07
That's just what happened, though. The author achieves such readability (even, I would think, for those who don't share my interest in European history) by focusing on her subject as if Victoria were a fictional protagonist. While Woodham-Smith supplies the necessary level of detail and background, and demonstrates the solid research skills that make this a serious work, she never forgets that the reason most readers pick up this book is - Victoria! A monarch who was also girl and woman, daughter and sister, wife and mother, in an era when each of those roles conflicted wildly with the one that destiny called on her to play.
Long out of print, but well worth tracking down.
Queen VictoriaReview Date: 2000-04-11


For Women of All AgesReview Date: 2008-05-17
While the issues discussed in depth in this book would also apply to many men, because women of all ages are higly relational beings it truly speaks to the core of what so many women experience and deeply desire to get rid of in order to fully embrace life and one another.
What Every Woman Should ReadReview Date: 2008-06-01

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Critical postmodern analysisReview Date: 2003-08-06
Nick Dyer-Witheford of "Cyber-Marx" fame is one of the authors. Mr. Dyer-Witheford's influence is discernable in at least several sections where the post-Marxist themes of corporate control versus freedom that are evident in "Cyber-Marx" are used to very good effect. First, he deflates the wildly optimistic claims of techno-utopians such as Alvin Toffler, reminding us that technology remains in service to corporate profits and therefore narrows and limits the possibility of "choice, interactivity and empowerment" that digital games purportedly offer. Second, Mr. Dyer-Witheford points to piracy and hacking as evidence that freedom from corporate control and a return to "play" in its purest sense may yet remain possible.
The authors contend that video games are worthy of serious study because they represent the "ideal-type" postmodern commodity. So whereas the automobile is closely associated with the "industrial capitalism" of the Fordist era, the video game embodies the "information capitalism" of today's "perpetual innovation" society.
The ideal-type commodity does not mean that it avoids crisis, however. The authors posit that the accelerating "circuits" of technology, culture and marketing that drive postmodern society in general and the video game business in particular "can be broken or come into contradiction" in numerous ways. The authors go on to critique each of these three circuits and produce many pages of very thoughtful analysis.
For example, an interesting aspect of the industry that is often overlooked is manufacturing and the international division of labor. Electronic game equipment is often produced by proletariat labor in the poor countries of the South for the benefit of relatively wealthy consumers in the North. The authors point out that the game industry, like most capitalist enterprises that exploit the so-called free trade system in search of higher profits, will find it difficult to develop new markets for its products until it is willing to pay its third-world factory workers enough money to stimulate demand. In fact, the authors state that corporate managers should not be too surprised when intellectual property gets pirated by people who feel that they have been cheated by the economic system.
But probably the most stinging criticism concerns the close connection of games with Cold War research and development. The "militarized masculinity" that characterizes so many games originated here and has been perpetuated by corporate marketing in pursuit of profits. But the authors point out that if the industry fails to find successful alternative game genres and graphic violence continues to escalate, future interest in gaming may be jeopardized even as the potential damage to children exposed to such psychic intensity remains unknown.
In short, "Digital Play" is highly recommended to everyone interested in deconstructing the multi-faceted and increasingly fantastical world that has been brought to us by the "military and entertainment" complex.
A clever look at the global industry of interactive gamingReview Date: 2003-07-31
Digital Play is cleverly divided into three segments, each focusing on different bearings of interactive gaming but effectively converging into a single conclusive "coda." Discussion begins with a theoretical approach to analyzing gaming and its industry as it relates to circuits of interactivity including culture, technology, and marketing. Theoretical concepts collected from media theorists Marshall McLuhan and Raymond Williams, are successfully transferred to the medium of the videogame. What follows is a look at the existence of interactive gaming in a post-Fordist, and postmodern society of information technology and hyper-reality. This facilitates the understanding of historical circumstances of developing circuits of interactivity outlined in earlier chapters. While the first segment may seem theoretically and linguistically intense, it remains deeply involving and is ever mindful of the topic at hand: video games.
The second segment of Digital Play covers the historical background of games from their early beginnings in the military-industrial complex to the relentless corporate firefight known to many as the "console wars." However, unlike previous electronic gaming texts, the historical accounts are retold stressing the importance of technology, culture, and marketing. Digital Play thus provides a fresh and extremely entertaining parade through electronic gaming's past. What readers may find most absorbing in this stretch are the political-economic struggles endured by the gaming companies (Atari for example) who pioneered the industry only to meet with fierce competition and an unstable market for interactive entertainment.
The initial chapters of Digital Play concentrated on technology and communication studies, and the following chapters zeroed-in on history and marketing practices. However, this theoretical triad could not be complete without the presence of one more area of study: game culture as an industry and practice. In a chapter entitled "Workers and Warez" the authors examine gaming technologies on global levels of production and consumption, such as the exploitation of off-shore labourers and increasing levels of hacking, console "modding", and software piracy. Subsequent chapters provide studies in branding and licensing, violence and gender, and my personal favourite...political economy. Chapter 12 assembles the major themes of Digital Play, suggesting that Electronic Arts' best-selling game "The Sims" can be viewed as a microcosm of our own capitalist society, wrought with consumerist ideology. While we manipulate the digital Barbie dolls of our virtual technology, so too does a system of communication technologies, global enterprise, and postmodern digital culture manipulate our symbolic relationship with the logic of a capitalist system.
I thoroughly enjoyed reading Digital Play and wouldn't hesitate to purchase any game-related books that any of the authors might publish in the future. Digital Play offers an engaging critical look at the gaming world's industry, technology, and culture, and should not be ignored by those looking to study interactive games from an academic viewpoint or by those simply looking for enjoyable reading.

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My daughter adores this!Review Date: 2008-01-21
Good Book For The MYPODReview Date: 2007-08-01

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What a fun idea!!Review Date: 2005-11-08
A witty and welcome surprise!Review Date: 2006-01-30
I can't begin to tell you what a surprise this book was. It is beautifully illustrated and written in a no-nonsense, non-dumbed down conversational style. Any adult with a hearty sense of humor will be able to appreciate this work. I laughed out loud more than once as I read through the first page; the classic view of the Queen we grew up with is shattered as she tells her story: She doesn't want your pity; as a single mother, The Queen has had little support in raising Snow White, but has done her best.
A interesting gem from the Queen points out how regular mothers are allowed to fly off of the handle now and then, and folks don't give it a second thought. Stepmothers, however, are not afforded that luxury and branded as evil when they do likewise. That's deep thinking for a children's book, but then again, I am a firm believer in not watering things down for children. They are smarter than most adults would care to admit. Any book that provokes deeper thought in a child's mind gets a huge golf clap from me.
In conclusion, this is a fresh work and a new way of seeing the flip side of the bad guys. If you are weary of tedious tales and the fruitless garbage that clutters the bookshelves of the children's section these days, I highly recommend you pick this one up. I do not have any of the other titles in this series as of yet, but that will change!

Very good book, many examples to relate to....Review Date: 2008-04-25
This book is recommended, although I wish it hadn't needed to be written and that all of these kids are getting abused.....it is terrible, and heartbreaking.
SummaryReview Date: 2005-10-03
"Don't Tell examines the effects of sexual abuse on the emotional and sexual life of men, including their sense of self and their personal relationships. Using the first-hand accounts of victims Dorais shows that certain reactions are specific to male victims of abuse as they attempt to preserve a sense of physical integrity and masculinity. He also provides innovative strategies for both prevention and treatment that will be of use to those who have suffered abuse as well as to their families and all those who are trying to help them--spouses, friends, social workers, and therapists."

Very good book, many examples to relate to....Review Date: 2008-04-25
This book is recommended, although I wish it hadn't needed to be written and that all of these kids are getting abused.....it is terrible, and heartbreaking.
SummaryReview Date: 2005-10-03
"Don't Tell examines the effects of sexual abuse on the emotional and sexual life of men, including their sense of self and their personal relationships. Using the first-hand accounts of victims Dorais shows that certain reactions are specific to male victims of abuse as they attempt to preserve a sense of physical integrity and masculinity. He also provides innovative strategies for both prevention and treatment that will be of use to those who have suffered abuse as well as to their families and all those who are trying to help them--spouses, friends, social workers, and therapists."
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