How to Write a Sentence: and how to read one
By Stanley Fish
Call Number: PE 1441 .F57 2011 (Currently on the New Book Shelf in the Library Lobby)
Publisher's Description: Some appreciate fine art; others appreciate fine wines. Stanley Fish appreciates fine sentences. The New York Times columnist and world-class professor has long been an aficionado of language: "I am always on the lookout for sentences that take your breath away, for sentences that make you say, 'Isn't that something?' or 'What a sentence!'" Like a seasoned sportscaster, Fish marvels at the adeptness of finely crafted sentences and breaks them down into digestible morsels, giving readers an instant play-by-play.
In this entertaining and erudite gem, Fish offers both sentence craft and sentence pleasure, skills invaluable to any writer (or reader). His vibrant analysis takes us on a literary tour of great writers throughout history—from William Shakespeare, Jane Austen, and Henry James to Martin Luther King Jr., Antonin Scalia, and Elmore Leonard. Indeed, How to Write a Sentence is both a spirited love letter to the written word and a key to understanding how great writing works; it is a book that will stand the test of time.
Interview with the author on NPR's "Talk of the Nation"
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Monday, March 28, 2011
Tuesday, March 22, 2011
Book of the Week (March 21, 2011)
Cultures of War: Pearl Harbor/Hiroshima/9-11/Iraq By John W. Dower
Call Number: E 745 .D69 2010
Publisher's Description: Finalist for the 2010 National Book Award in Nonfiction: The Pulitzer Prize-winning historian returns with a groundbreaking comparative study of the dynamics and pathologies of war in modern times.
Over recent decades, John W. Dower, one of America’s preeminent historians, has addressed the roots and consequences of war from multiple perspectives. In War Without Mercy (1986), winner of the National Book Critics Circle Award, he described and analyzed the brutality that attended World War II in the Pacific, as seen from both the Japanese and the American sides. Embracing Defeat (1999), winner of numerous honors including the Pulitzer Prize and the National Book Award, dealt with Japan’s struggle to start over in a shattered land in the immediate aftermath of the Pacific War.
Turning to an even larger canvas, Dower now examines the cultures of war revealed by four powerful events—Pearl Harbor, Hiroshima, 9-11, and the invasion of Iraq in the name of a war on terror. The list of issues examined and themes explored is wide-ranging: failures of intelligence and imagination, wars of choice and “strategic imbecilities,” faith-based secular thinking as well as more overtly holy wars, the targeting of noncombatants, and the almost irresistible logic—and allure—of mass destruction. Dower’s new work also sets the U.S. occupations of Japan and Iraq side by side in strikingly original ways. Cultures of War offers comparative insights into individual and institutional behavior and pathologies that transcend “cultures” in the more traditional sense, and that ultimately go beyond war-making alone.
Monday, March 14, 2011
Book of the Week (March 14, 2011)
By Jane McGonigal
Call Number: GV 1201.38 .M34 2011
Publisher's Description: More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.
Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.
In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.
McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, design, and play games.
Reality is Broken website
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