Forever Geek Geek Girl Book 6

Forever Geek  Geek Girl  Book 6
Author: Holly Smale
Publsiher: HarperCollins UK
Total Pages: 400
Release: 2017-03-09
Genre: Juvenile Fiction
ISBN: 9780007574674

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My name is Harriet Manners and I’ll be a geek forever... The FINAL book in the bestselling, award-winning GEEK GIRL series is here!

Forever Geek Geek Girl Book 6

Forever Geek  Geek Girl  Book 6
Author: Holly Smale
Publsiher: HarperCollins Children's Books
Total Pages: 400
Release: 2017-03-09
Genre: Electronic Book
ISBN: 0007574681

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My name is Harriet Manners and I'll be a geek forever... The FINAL book in the bestselling, award-winning GEEK GIRL series is here!

Head Over Heels Geek Girl Book 5

Head Over Heels  Geek Girl  Book 5
Author: Holly Smale
Publsiher: HarperCollins UK
Total Pages: 448
Release: 2016-04-07
Genre: Juvenile Fiction
ISBN: 9780007574643

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“My name is Harriet Manners, and I will always be a geek.” The fifth book in the bestselling, award-winning GEEK GIRL series.

Geek Girl Geek Girl Book 1

Geek Girl  Geek Girl  Book 1
Author: Holly Smale
Publsiher: HarperCollins UK
Total Pages: 236
Release: 2013-02-28
Genre: Juvenile Fiction
ISBN: 9780007489459

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“My name is Harriet Manners, and I am a geek.” The first book in the bestselling, award-winning GEEK GIRL series!

Forever Geek

Forever Geek
Author: Holly Smale
Publsiher: HarperCollins Children's Books
Total Pages: 432
Release: 2022-09-13
Genre: Electronic Book
ISBN: 000853294X

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Cooking for Geeks

Cooking for Geeks
Author: Jeff Potter
Publsiher: "O'Reilly Media, Inc."
Total Pages: 433
Release: 2010-07-20
Genre: Cooking
ISBN: 9781449396039

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Presents recipes ranging in difficulty with the science and technology-minded cook in mind, providing the science behind cooking, the physiology of taste, and the techniques of molecular gastronomy.

Geek Girls Don t Date Dukes

Geek Girls Don   t Date Dukes
Author: Gina Lamm
Publsiher: Sourcebooks, Inc.
Total Pages: 320
Release: 2013-09-03
Genre: Fiction
ISBN: 9781402277641

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"Lamm's wonderful quirky romance brings fresh humor to a familiar trope, with snappy writing and characters who share a surprising, spicy chemistry."—RT Book Reviews on The Geek Girl and the Scandalous Earl The Royal Treatment All Leah wanted was a little gallantry. But in this day and age, chivalry was most definitely dead. If only there were a way to travel back in time and snag her very own duke... Avery Russell was polishing some boots when a woman fell through the bedchamber mirror into his arms. All he could make out from her breathless babbling was some nonsense about "my one true love, Your Grace." Clearly the chit was mad if she couldn't tell a valet from a duke! As much as Avery wanted to give in and give her a good tumble, he knew it wouldn't be proper. No, he'd take as long as necessary to convince Leah that sometimes a duke just won't do.

Playing the Field

Playing the Field
Author: Sascha Pöhlmann
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 296
Release: 2019-08-19
Genre: History
ISBN: 9783110659405

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American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.