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ArtFolds: READ

Readers and art lovers alike are about to fall in love again with Charlotte Bronte’s Jane Eyre, the gripping story of Jane’s growth from young orphan to a woman in love. The entire book is included inside this ArtFolds™ edition, which folds into a memorable sculpture displaying the word READ.

An ArtFolds book is a hardcover book that is transformed into a unique paper sculpture merely by folding pages, based on our exclusive, patent-pending instructions. The process is fun and easy and takes surprisingly little time, making it as appropriate for children as it is for adults. Each Classic Edition, with its embossed cover and color-edged pages, is based on a much-loved classic work of fiction.

ArtFolds: READ features the complete text of Charlotte Bronte’s Jane Eyre, a story of personal resilience and the ultimate power of love. Jane Eyre is a timeless novel depicting one woman’s drive to define her own identity, in spite of those men and women who attempt to limit her possibilities. It’s a story as moving and gripping today as it was in 1847 when it was first published. Ranked number 12 on the Guardian’s list of the 100 best novels, the book enchants you upon each reading.

And when done, you can fold the book into a powerful sculpture of the word “Read,” presented in a lovely serifed typeface highlighted with soft gray page edges that you can look on with joy for years to come. It’s the perfect ArtFolds™ edition to show your lifelong love of books and great reading.

Level: Advanced, 252 folding pages

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Classics and Comics

Since at least 1939, when daily-strip caveman Alley Oop time-traveled to the Trojan War, comics have been drawing (on) material from Greek and Roman myth, literature and history. At times the connection is cosmetic-as perhaps with Wonder Woman’s Amazonian heritage-and at times it is almost irrelevant-as with Hercules’ starfaring adventures in the 1982 Marvel miniseries. But all of these make implicit or explicit claims about the place of classics in modern literary culture. Classics and Comics is the first book to explore the engagement of classics with the epitome of modern popular literature, the comic book. This volume collects sixteen articles, all specially commissioned for this volume, that look at how classical content is deployed in comics and reconfigured for a modern audience. It opens with a detailed historical introduction surveying the role of classical material in comics since the 1930s. Subsequent chapters cover a broad range of topics, including the incorporation of modern theories of myth into the creation and interpretation of comic books, the appropriation of characters from classical literature and myth, and the reconfiguration of motif into a modern literary medium. Among the well-known comics considered in the collection are Frank Miller’s 300 and Sin City, DC Comics’ Wonder Woman, Jack Kirby’s The Eternals, Neil Gaiman’s Sandman, and examples of Japanese manga. The volume also includes an original 12-page “comics-essay,” drawn and written by Eisner Award-winning Eric Shanower, creator of the graphic novel series Age of Bronze.

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The Golem and the Jinni

In The Golem and the Jinni, a chance meeting between mythical beings takes readers on a dazzling journey through cultures in turn-of-the-century New York.

Chava is a golem, a creature made of clay, brought to life to by a disgraced rabbi who dabbles in dark Kabbalistic magic and dies at sea on the voyage from Poland. Chava is unmoored and adrift as the ship arrives in New York harbor in 1899.

Ahmad is a jinni, a being of fire born in the ancient Syrian desert, trapped in an old copper flask, and released in New York City, though still not entirely free

Ahmad and Chava become unlikely friends and soul mates with a mystical connection. Marvelous and compulsively readable, Helene Wecker’s debut novel The Golem and the Jinni weaves strands of Yiddish and Middle Eastern literature, historical fiction and magical fable, into a wondrously inventive and unforgettable tale.

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Children’s Literature

Designed to serve as an access point to children’s literature for researchers, librarians, teachers, parents, & young people, this single-volume guide covers reference materials published between 1985 & the present. The major portion of the work is a bibliography of bibliographies. Cited sources include references to recommended children’s books (fiction & nonfiction, in print & nonprint formats); read-aloud books; picture books; multicultural books; books relevant to children with special needs & talents; books for reluctant readers; & more. Indexes cover such various literary genres for children as plays, poetry, fantasy, folklore, songs, & biographies. In addition to the bibliographic entries, there are biographies of authors & illustrators & Internet access points (using listservs, the World Wide Web, & other networking programs).

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The Collector

Withdrawn, uneducated and unloved, Frederick collects butterflies and takes photographs. He is obsessed with a beautiful stranger, the art student Miranda. When he wins the pools he buys a remote Sussex house and calmly abducts Miranda, believing she will grow to love him in time. Alone and desperate, Miranda must struggle to overcome her own prejudices and contempt if she is understand her captor, and so gain her freedom.

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The Martian

Six days ago, astronaut Mark Watney became one of the first people to walk on Mars.

Now, he’s sure he’ll be the first person to die there.

After a dust storm nearly kills him and forces his crew to evacuate while thinking him dead, Mark finds himself stranded and completely alone with no way to even signal Earth that he’s alive—and even if he could get word out, his supplies would be gone long before a rescue could arrive.

Chances are, though, he won’t have time to starve to death. The damaged machinery, unforgiving environment, or plain-old “human error” are much more likely to kill him first.

But Mark isn’t ready to give up yet. Drawing on his ingenuity, his engineering skills—and a relentless, dogged refusal to quit—he steadfastly confronts one seemingly insurmountable obstacle after the next. Will his resourcefulness be enough to overcome the impossible odds against him?

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Ender’s Game

Winner of the Hugo and Nebula Awards

In order to develop a secure defense against a hostile alien race’s next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew “Ender” Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn’t make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.

Ender’s skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister.

Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender’s two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives.

Ender’s Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel.

At the Publisher’s request, this title is being sold without Digital Rights Management Software (DRM) applied.

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Give and Take

An innovative, groundbreaking book that will captivate readers of Malcolm Gladwell, Daniel Pink, The Power of Habit, and Quiet

For generations, we have focused on the individual drivers of success: passion, hard work, talent, and luck. But today, success is increasingly dependent on how we interact with others. It turns out that at work, most people operate as either takers, matchers, or givers. Whereas takers strive to get as much as possible from others and matchers aim to trade evenly, givers are the rare breed of people who contribute to others without expecting anything in return.

Using his own pioneering research as Wharton’s youngest tenured professor, Grant (author of Originals: How Non-Conformists Move the World) shows that these styles have a surprising impact on success. Although some givers get exploited and burn out, the rest achieve extraordinary results across a wide range of industries. Combining cutting-edge evidence with captivating stories, this landmark book shows how one of America’s best networkers developed his connections, why the creative genius behind one of the most popular shows in television history toiled for years in anonymity, how a basketball executive responsible for multiple draft busts transformed his franchise into a winner, and how we could have anticipated Enron’s demise four years before the company collapsed-without ever looking at a single number.

Praised by bestselling authors such as Dan Pink, Tony Hsieh, Dan Ariely, Susan Cain, Dan Gilbert, Gretchen Rubin, Bob Sutton, David Allen, Robert Cialdini, and Seth Godin-as well as senior leaders from Google, McKinsey, Merck, Estee Lauder, Nike, and NASA-Give and Take highlights what effective networking, collaboration, influence, negotiation, and leadership skills have in common. This landmark book opens up an approach to success that has the power to transform not just individuals and groups, but entire organizations and communities.

From the Hardcover edition.