Nights With A Desert Prince Part 1 Yaoi Serial
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Author |
: Shinobu Simone |
Publisher |
: Blue Sky |
Total Pages |
: 13 |
Release |
: 2011-06-19 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis Nights with a Desert Prince part 1 (yaoi serial) by : Shinobu Simone
In the Arabian Kingdom Sulon women are forbidden from holding royal or political powers and positions, due to an ancient act of betrayal. So neighboring kingdoms select young men after entering puberty who retain feminate attributes to be Princesses. They are known as the Boy-Princesses. They are trained to be able to please their future husbands’ fantasies and desires. Abdul a young Boy-Princess is on his way to spend the first night with his future Desert Prince.
Author |
: Brandon Sanderson |
Publisher |
: Macmillan |
Total Pages |
: 508 |
Release |
: 2005-05 |
ISBN-10 |
: 0765311771 |
ISBN-13 |
: 9780765311771 |
Rating |
: 4/5 (71 Downloads) |
Synopsis Elantris by : Brandon Sanderson
Fantasy roman.
Author |
: Christopher Bolton |
Publisher |
: U of Minnesota Press |
Total Pages |
: 293 |
Release |
: 2007-11-15 |
ISBN-10 |
: 9781452913469 |
ISBN-13 |
: 1452913463 |
Rating |
: 4/5 (69 Downloads) |
Synopsis Robot Ghosts and Wired Dreams by : Christopher Bolton
Since the end of the Second World War—and particularly over the last decade—Japanese science fiction has strongly influenced global popular culture. Unlike American and British science fiction, its most popular examples have been visual—from Gojira (Godzilla) and Astro Boy in the 1950s and 1960s to the anime masterpieces Akira and Ghost in the Shell of the 1980s and 1990s—while little attention has been paid to a vibrant tradition of prose science fiction in Japan. Robot Ghosts and Wired Dreams remedies this neglect with a rich exploration of the genre that connects prose science fiction to contemporary anime. Bringing together Western scholars and leading Japanese critics, this groundbreaking work traces the beginnings, evolution, and future direction of science fiction in Japan, its major schools and authors, cultural origins and relationship to its Western counterparts, the role of the genre in the formation of Japan’s national and political identity, and its unique fan culture. Covering a remarkable range of texts—from the 1930s fantastic detective fiction of Yumeno Kyûsaku to the cross-culturally produced and marketed film and video game franchise Final Fantasy—this book firmly establishes Japanese science fiction as a vital and exciting genre. Contributors: Hiroki Azuma; Hiroko Chiba, DePauw U; Naoki Chiba; William O. Gardner, Swarthmore College; Mari Kotani; Livia Monnet, U of Montreal; Miri Nakamura, Stanford U; Susan Napier, Tufts U; Sharalyn Orbaugh, U of British Columbia; Tamaki Saitô; Thomas Schnellbächer, Berlin Free U. Christopher Bolton is assistant professor of Japanese at Williams College. Istvan Csicsery-Ronay Jr. is professor of English at DePauw University. Takayuki Tatsumi is professor of English at Keio University.
Author |
: Thomas Lamarre |
Publisher |
: U of Minnesota Press |
Total Pages |
: 684 |
Release |
: 2013-11-30 |
ISBN-10 |
: 9781452914770 |
ISBN-13 |
: 145291477X |
Rating |
: 4/5 (70 Downloads) |
Synopsis The Anime Machine by : Thomas Lamarre
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
Author |
: M. Tefler |
Publisher |
: |
Total Pages |
: 190 |
Release |
: 2017-10-05 |
ISBN-10 |
: 1549902911 |
ISBN-13 |
: 9781549902918 |
Rating |
: 4/5 (11 Downloads) |
Synopsis The John Blake Chronicles by : M. Tefler
You've just found the ultimate erotic science-fiction series!It's 2779 and a retired Terran Federation Marine has taken up life as a trader. Follow John Blake's adventures as he travels the galaxy on his freighter, the "Fool's Gold". This is the first book in a massive epic full of beautiful women, rampaging aliens, gunfights, space combat, and a mysterious heritage that will shake the foundations of the galaxy...A multi-award winning adult space opera by M Tefler.
Author |
: James Newman |
Publisher |
: Routledge |
Total Pages |
: 225 |
Release |
: 2008-08-18 |
ISBN-10 |
: 9781134173013 |
ISBN-13 |
: 1134173016 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Playing with Videogames by : James Newman
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Author |
: Hirohiko Araki |
Publisher |
: VIZ Media LLC |
Total Pages |
: 0 |
Release |
: 2023-01-24 |
ISBN-10 |
: 1974728366 |
ISBN-13 |
: 9781974728367 |
Rating |
: 4/5 (66 Downloads) |
Synopsis JoJo 6251 by : Hirohiko Araki
Explore the world of Hirohiko Araki! Hirohiko Araki changed the face of manga forever when he created JoJo’s Bizarre Adventure! The epic story of the Joestar family spans generations, and iconic stories like Phantom Blood, Battle Tendency, Stardust Crusaders, and Diamond Is Unbreakable have made the series a fan favorite—and Araki himself the ultimate fan-favorite artist. JoJo 6251: The World of Hirohiko Araki celebrates his work with an incredible collection of illustrations, foldout posters, and highly desired behind-the-scenes information. Explore the characters, their Stands, and everything you ever wanted to know about heroes like Jotaro Kujo and Josuke Higashikata, and cruel villains like Dio!
Author |
: Rebekah Lipp |
Publisher |
: Hardie Grant Publishing |
Total Pages |
: 146 |
Release |
: 2024-10-29 |
ISBN-10 |
: 9781761442742 |
ISBN-13 |
: 1761442740 |
Rating |
: 4/5 (42 Downloads) |
Synopsis How Do I Feel? by : Rebekah Lipp
An essential emotional literacy tool for children with 60+ definitions inside! Join Aroha and her friends as they share how different emotions feel in the body and find the words for how they truly feel! A useful resource for parents, carers and educators to help children recognise, label and understand their many emotions. Notable Book in the Storylines Children's Literature Trust of NZ Book Awards 2021 Finalist in the 2022 NZ Book Awards for Children & Young Adults (Elsie Locke Award for Non-Fiction) ‘This book is a much-needed tool for children and those caring for them. By showing that a wide range of emotions each have their own unique value and purposes, this book helps to both normalise and encourage understanding towards the big emotions and feelings that, although sometimes demonised, are experienced by each and every one of us at some point in our lives.’ — DANIELLE WHITBURN, Mental Health Foundation of New Zealand
Author |
: Rayna Denison |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 201 |
Release |
: 2015-10-22 |
ISBN-10 |
: 9781472576767 |
ISBN-13 |
: 1472576764 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Anime by : Rayna Denison
Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a “genre,” but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.
Author |
: Frank Beddor |
Publisher |
: Penguin |
Total Pages |
: 412 |
Release |
: 2007-08-21 |
ISBN-10 |
: 9781101221464 |
ISBN-13 |
: 1101221461 |
Rating |
: 4/5 (64 Downloads) |
Synopsis The Looking Glass Wars by : Frank Beddor
The Myth: Alice was an ordinary girl who stepped through the looking glass and entered a fairy-tale world invented by Lewis Carroll in his famous storybook. The Truth: Wonderland is real. Alyss Heart is the heir to the throne, until her murderous aunt Redd steals the crown and kills Alyss? parents. To escape Redd, Alyss and her bodyguard, Hatter Madigan, must flee to our world through the Pool of Tears. But in the pool Alyss and Hatter are separated. Lost and alone in Victorian London, Alyss is befriended by an aspiring author to whom she tells the violent, heartbreaking story of her young life. Yet he gets the story all wrong. Hatter Madigan knows the truth only too well, and he is searching every corner of our world to find the lost princess and return her to Wonderland so she may battle Redd for her rightful place as the Queen of Hearts.