De Vecchi/DVE - Confidential Concepts International Ltd.
We are from De Vecchi Ediciones / DVE, a publishing house with about 4000 titles in Spanish.
View Rights PortalWe are from De Vecchi Ediciones / DVE, a publishing house with about 4000 titles in Spanish.
View Rights PortalDer Concadora Verlag steht für inspirierende Medien und Veranstaltungen zu den Themen Mindful Leadership, Organisationsbezogenes Transformationsmanagement, Kommunikation und Mediation für Führungskräfte, BeraterInnen und MediatorInnen. Ein Schwerpunkt unserer Veröffentlichungen sind Medien zum Konfliktmanagement und zur systemischen Mediation.
View Rights PortalThis is a story about Chinese Go chess.The protagonist Xiao Wang lives in the North Lane. Go chess connects his life with other chess players such as Jiang Chong, Liu Yun, Tao Song, Chen Xiaodong and Chang Shuo. Through this novel, we see the modern life, the modern psychology and the modern society of China.
This book is the first full-length study of contemporary American fiction of passing. Its takes as its point of departure the return of racial and gender passing in the 1990s in order to make claims about wider trends in contemporary American fiction. The book accounts for the return of tropes of passing in fiction by Phillip Roth, Percival Everett, Louise Erdrich, Danzy Senna, Jeffrey Eugenides and Paul Beatty, by arguing meta-critical and meta-fictional tool. These writers are attracted to the trope of passing because passing narratives have always foregrounded the notion of textuality in relation to the (il)legibility of "black" subjects passing as white. The central argument of this book, then, is that contemporary narratives of passing are concerned with articulating and unpacking an analogy between passing and authorship. The title promises to inaugurate dialogue on the relationships between passing, postmodernism and authorship in contemporary American fiction.
This collection brings together scholars from disciplines including Children's Literature, Classics, and History to develop fresh approaches to children's culture and the uses of the past. It charts the significance of historical episodes and characters during the long nineteenth-century (1750-1914), a critical period in children's culture. Boys and girls across social classes often experienced different pasts simultaneously, for purposes of amusement and instruction. The book highlights an active and shifting market in history for children, and reveals how children were actively involved in consuming and repackaging the past: from playing with historically themed toys and games to performing in plays and pageants. Each chapter reconstructs encounters across different media, uncovering the cultural work done by particular pasts and exposing the key role of playfulness in the British historical imagination.
Critical Games is about the games we play (whether we know it or not), the ways we play them (for fun, but also to win, and to gain approval from others), and what happens when they get out of hand. The book interrogates the theory of play and gaming, with a particular focus on the games played by literary authors and literary critics. Drawing on (often self-critical) autobiography, as well as readings in texts across a range of languages, Tim Beasley-Murray plays with academic conventions to highlight what is at stake in them, turning to the Game of Literature, from Kafka to Carrère, to seek models and warnings of the outcomes of taking games too seriously, or not taking them seriously enough.
Here is a manual for exploring your con-nections with the animal world. Find out how to appreciate the courage of mice and the excitement of bumblebees, the ele-gance of beetles and the subtlety of foxes. From finding your own stillness to writing your own invocations or simply sitting to watch the world unfold its life around you, this is an invitation for you to enter a world of wonder and delight. Draw on ancient knowledge, surviving traditions, memories of other customs and simple imagination to journey into con-tact and friendship with the animal world.
The War and Little Veera tells of the monster War, who brazenly interferes in the lives of children and feeds on their toys and laughter. Nonetheless, little Veera still manages to defeat the horror. The monster War representes the events of Russia's military aggression in the eastern regions of Ukraine in 2014, and the book is full of optimism and confidence that light will always come after the darkness. To further celebrate young readers the book is full of interesting games and tasks. It is an ideal reading for children of preschool and primary school age. From 5 to 8 years , 4841 words. Rightsholders: info@bukrek.net
This anthology examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. It demonstrates, perhaps better than any other single work, how awesome was the power of cultural imperialism. Even when former subjects threw off the political yoke of the Europeans, they still adhered tenaciously to the sporting and recreational models that the imperialists had introduced. 'The Imperial Game' provides an invaluable insight into how cricket developed powerful social, cultural and even political connotations in a colonial environment. This is a fascinating study of cricket as a cultural phenomenon, and traces its changing meaning in all the continents in which Britain once exercised power. The book is a collection of essays by six of the world's leading scholars in the field of sports history, and will be of value not onle to students examining the historical sociology of sport, but also to those with a general interest in social history. This study will also appeal to cricket enthusiasts the world over.
In the late eighteenth-century, elite British women had an unprecedented opportunity to travel. Taking travel home uncovers the souvenir culture these women developed around the texts and objects they brought back with them to realise their ambitions in the arenas of connoisseurship, friendship and science. Key characters include forty-three-year-old Hester Piozzi (Thrale), who honeymooned in Italy; thirty-one-year-old Anna Miller, who accompanied her husband on a Grand Tour; Dorothy Richardson, who undertook various tours of England from the ages of twelve to fifty-two; and the sisters Katherine and Martha Wilmot, who travelled to Russia in their late twenties. The supreme tourist of the book, the political salon hostess Lady Elizabeth Holland, travelled to many countries with her husband, including Paris, where she met Napoleon, and Spain during the Peninsular War. Using a methodology informed by literary and design theory, art history, material culture studies and tourism studies, the book examines a wide range of objects, from painted fans "of the ruins of Rome for a sequin apiece" and the Pope's "bless'd beads", to lava from Vesuvius and pieces of Stonehenge. It argues that the rise of the souvenir is representative of female agency, as women used their souvenirs to form spaces in which they could create and control their own travel narratives.
Temor y valor en seis días: El testimonio de un soldado isarelí en perspectiva por Yehuda Reves A través del visor de un bazuca, este libro ofrece una visión crítica de temor, valor y orgullo, muerte y amor, amistad y odio, realidad y sueños místicos, de la fe y de lo laico, así como del final y el comienzo. Se trata de una colección de manuscritos, relatos y pensamientos escritos de manera intermitente durante un período de más de cuarenta años en el diario de un combatiente, durante las batallas de la Guerra de los Seis Días y tras ellas. Aquí se pinta una amarga y cruel realidad: cómo soldados matan, son heridos y mueren en el campo de batalla. Aquí se describen hechos entremezclados con imaginación y sueños. Se trata de una descripción que ejemplifica la índole de la sociedad masculina en el ejército israelí, con su combinación de ingenio, tosquedad e inocencia. Este libro fue escrito en el frente de batalla en el norte de Samaria y en el norte de los Altos del Golán. El autor sirvió en el cuerpo de blindados, como comandante de una compañía formada por seis vehículos. Todos estos manuscritos estaban atascados como balas en el cañón de un arma desde el fin de la guerra antes de que estuvieran listos para su recopilación en un volumen que incluye ahora las vivencias y la perspectiva de otro período de más de cuarenta años. Yehuda Reves es un silvicultor que durante toda su vida ha observado a personas, árboles, arbustos, el suelo y rocas inanimadas con un asombro inalterado. Ha tenido a su cargo la recolección de semillas y la propagación y plantación de árboles por cuenta del Departamento de Silvicultura de Israel. Hoy día viaja y se ocupa de la reproducción de plantas silvestres del Mediterráneo. El autor sirvió durante 32 años como oficial subalterno de reserva en el ejército israelí y participó en cuatro guerras. Está casado y tiene dos hijas y nueve nietos.
This is the most thoroughly investigated edition of Volpone to date, based on a wider collation of the 1607 quarto and 1616 folio versions than was previously possible. It calls into question several accepted textual conclusions. The introduction sets Volpone in the context of Jonson's career at the time of writing and introduces new material on its relation to the Reynard beast epic and the commedia dell' arte. Ambiguities in the play are discussed with reference to two Renaissance perversions of the myth of the Golden Age. Particular attention is paid to the rhythmic effects of the play in performance, especially interweavings of the main plot and subplot. Fresh suggestions are made about the play's opening and its controversial conclusion in the light of experiments that have been made in performance since Volpone 's stage revival in 1921. The modernized text is accompanied by full commentary, notes and illustrations. The appendices include a discussion by John Cutts of the original music, passages translated from the original sources and analogues, and a full record of the play's modern stage history, its many adaptations, and its transformations into opera, musical comedy, film and television. ;
The authors of this book take us on a journey through the different ways of inhabiting a house. Based on illustrations by Pep Carrió made with acrylic markers, the writer María José Ferrada uses poetic language and humor to propose a set of micro stories that invite readers to observe their own ways of inhabiting the world.
The Dark Castle family receives an invitation to a party at Highhorror Castle. Lilo and Miss Rüdiger are immediately eager to go. And of course Luisa should go with them. But humans are strictly forbidden to set foot in Castle Highhorror. “Who cares?”, say Lilo and Luisa, and at first everything seems fine: Luisa gets in as a perfect witch. But then the girls learn about a protective magic spell which covers the whole of the castle: unauthorized beings will be turned for ever into stone… Only a secret book of magic spells can save Luisa now!
Dark sorceress Varta Tarnovetska used to live a quiet life in Lviv: she worked in a cafe, hanged out with her friends and occasionally clashed with light sorcerers. But everything changed, when the Game began in the city. Power in the Central European Conglomerate for the next century is at stake of this decisive battle. Despite all her efforts, Varta can’t stay away from this violent competition. The marks waiting for sorcerers’ blood, the story of a demon and the secret of what happened a hundred years ago are lying ahead of her. The game is on...
This is a funny and touching story about running, love, friendship, and support. It is about getting to know oneself and the world that surrounds us.The main character Theo cannot sit still and loves to run, just like his mother, for whom running is an essential part of her life. Theo knows a lot about runners, and yet, as he is getting ready to participate in a race, countless questions emerge in his head. What does it take to become a champion? How does one learn to always be first? And most importantly — how and when to reveal to his mom the secret that explains why he is always so hyper energetic. In addition to the fictional story, the book contains useful information and tips: what young runners should eat, how to choose comfortable sneakers, what pulse is and why it is important to measure it, what marathons, halfmarathons and children’s races are, and how to join them... Lastly, the book comes with a tangible prize that every young reader is going to love: upon finishing it, they are all guaranteed to get a medal! From 6 to 9 years, 5980 words Rightsholders: publishing@yakaboo.com
Blue Bird Short Story Collection is a collection of proses and reviews, a verification and analysis of history and also an imaginary fction. Li Jingze explored into the historical texts like an archaeologist, collecting their traces and fragments and composed a picture of China’s complicated past. He looked for people hidden in history who bridged communications between Eastern and Western civilizations. With “Sinking, dragon Saliva and roses”, he draws our eyes to the ancient past; we are likely to be fascinated with “silver trees in Buxie district” or go on a long journey with “Eight Beats of Ganzhou Song” in our mind; most probably, we would pay attention to Matteo Ricci, the Christian missionary. In imagination, the past things vividly present themselves before our eyes and the ancient people fly across like blue birds, their routes and gestures deeply engraved in our minds.
Head in the game brings together international scholars from multiple humanities, social science, and scientific disciplines to critically examine one of the most vexing issues in global sport: concussion. It argues that science and medicine alone cannot solve the concussion crisis: sociocultural factors must also be considered. This edited collection draws attention to the ways that social, cultural, historical, political, literary, philosophical, and legal factors have shaped the concussion crisis in sport. Head in the game is essential reading for those who want to understand how the concussion crisis came to be, and provides guidance for developing ethical and evidence-based solutions in the future.
Sigils are symbolic icons designed for a specific magical purpose. In modern times, Chaos magi-cians employ Sigils as Monograms of Thought, psychological symbols of intent and desire, created by the conjuror in their personal quest of mystical exploration. Fully illustrated guides to these magic symbols accompany full explanations from down through the millenia.