Even the goodest boys and girls have their bad days. This desktop calendar features hilarious photos of dogs being naughty. Their adorable faces paired with a sign stating their offense are sure to put a smile on your face.
This book explores the reasons behind the rise of short video platforms in China, with a focus on the sudden and unexpected success of the Chinese born and operated platform TikTok and its parallel platform Douyin.
By the 1980s animated cartoons were seen as an artform in decline. An archaic vestige of the old Hollywood studio system. Yet by the 1990s animation was booming. Blockbuster movies and TV shows, interactive games and special effects extravaganzas all generating billions of dollars. What happened?
Since his debut in the 1980s, Lewis Klahr has built a mesmerizing and influential body of work, establishing himself as one of the foremost collage animators—or, as he prefers, a “re-animator.” His films explore themes of identity, childhood, sexuality, Greek mythology, and capitalism.
From Hayley DeRoche, the humorist who first coined the term “Sad Beige Mom,” a tongue-in-cheek illustrated guide to the neutral aesthetic sweeping nurseries everywhere.
In Earmarked for Collision, award-winning writer, Chris Robinson (The Animation Pimp, Mad Eyed Misfits, Unsung Heroes of Animation), takes us on a tour of the history of collage animation, cataloguing the collage works of notable artists like Larry Jordan, Harry Smith, Stan Vanderbeek, Janie Geiser and more.
Education and Analog Role-Playing Games: Theory and Pedagogy brings together scholars and educators who explore the educational potential of analog role-playing games (tabletop role-playing games and live action role-play) through the lens of pedagogical theory. These games trace their roots to educational war games and teaching aids.
Education and Analog Role-Playing Games: Theory and Pedagogy brings together scholars and educators who explore the educational potential of analog role-playing games (tabletop role-playing games and live action role-play) through the lens of pedagogical theory. These games trace their roots to educational war games and teaching aids.
Education and Role-Playing Games: TeachRPG – Tabletop Role-Playing Games in the Classroom, Vol II brings together a diverse group of educators and scholars who are using tabletop RPGs in their classrooms to foster deeper engagement, build community, and support transformative learning.