The Baby Boomer Encyclopedia

The Baby Boomer Encyclopedia PDF

Author: Martin Gitlin

Publisher: Bloomsbury Publishing USA

Published: 2011-03-03

Total Pages: 257

ISBN-13: 0313382190

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This encyclopedia defines and contextualizes the Baby Boomer generation and the wide-reaching contributions of its members throughout modern American history. Comprising some 80 million Americans born between 1946 and 1965, the Baby Boomers have significantly changed every aspect of American history and culture. The members of this generation experienced some of the most tumultuous times in American history; indeed, the Boomers helped create these pivotal eras. From the advent of rock and roll to disco and rap, from the sexual revolution to the arrival of AIDS, and from race riots to the election of a black president, Baby Boomers have seen it all. Through nearly 100 alphabetically arranged entries, this encyclopedia gives later generations insight into the contributions of the Baby Boomers, and it helps members of that generation better contextualize their own experiences. Included entries are written in a clear and engaging manner, covering politics and activism, entertainment, the economy, gender roles, arts, pop culture, sports, religion, drug and alcohol use, and many other subject areas.

100 Greatest Baby Boomer Toys

100 Greatest Baby Boomer Toys PDF

Author: Mark Rich

Publisher:

Published: 2000

Total Pages: 0

ISBN-13: 9780873418805

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Boomers will be digging through their closets in search of their childhood after paging through this colourful nostalgic photo reference of the toys and playthings from the baby boomer generation. All ages will want to pick up this book and see what's inside -- from the common to the obscure -- brining back memories like the sound of tinker toys being dumped from a can. Each of the 100 chapters includes photographs and text discussing the origins and history of the popular toys, as well we other toys of the same type. For collectors, values listings are included for many more than the 100 featured toys. As a nostalgic picture book, it should become one of the primary gift books of the year.

Dictionary of Toys and Games in American Popular Culture

Dictionary of Toys and Games in American Popular Culture PDF

Author: Frank Hoffmann

Publisher: Routledge

Published: 2013-10-08

Total Pages: 181

ISBN-13: 1135418535

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Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.

Gadgets, Games and Gizmos for Learning

Gadgets, Games and Gizmos for Learning PDF

Author: Karl M. Kapp

Publisher: John Wiley & Sons

Published: 2007-09-24

Total Pages: 448

ISBN-13: 9780787995669

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Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

A Baby Boomer's Guide to Their Second Sixties

A Baby Boomer's Guide to Their Second Sixties PDF

Author: Ryan Custer Amacher

Publisher: Sunstone Press

Published: 2012-03-15

Total Pages: 198

ISBN-13: 1611390702

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While this book was written for male Baby Boomers and their significant others, it also includes Boomer history and what lies ahead as we experience the decade of our own sixties. This story reviews our Boomer luck, recounts the great history of being a kid in the 1950s, and the great opportunities provided by improved education in the 1960s, not to ignore a seemingly mind expanding culture. Turning sixty is not for the faint hearted. There are issues ahead. The first thing we all face is taking care of aging parents or what the author refers to as helping your parents check out. Then there are our own Boomer health issues including cataracts and prostate cancer. You likely think there is nothing funny about these topics but the quirky economist author finds humor in all of our aging experiences. This book covers Boomer issues, all in the context of our Boomer culture. We Boomers thought we would be young forever. Maybe that is why it is so amusing. RYAN CUSTER AMACHER was born 52 days too early to be an “official” Baby Boomer, but he in no way ever considered himself a member of Tom Brokaw’s “Greatest Generation.” In this book, the author chronicles the good luck of the first sixty years of the Boomer experience and guides Boomers into the humorous, but sobering experience of their personal sixties. Amacher, an economist, has a BA degree from Ripon College and a PhD from the University of Virginia. He has been a professor at the University of Oklahoma, Economics Department Chair at Arizona State, Business Dean at Clemson University, and President of the University of Texas at Arlington where he is now a Professor of Economics. He has worked at the Pentagon, writing a market plan for the All-Volunteer Army, the Federal Trade Commission as a consultant, and the US Treasury, on the Law of The Sea negotiations.

Baseball and the Baby Boomer

Baseball and the Baby Boomer PDF

Author: Talmage Boston

Publisher:

Published: 2009

Total Pages: 0

ISBN-13: 9781933979267

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Tapping into the nostalgic era of feel-good baseball in the late 1940s and moving up to the Mitchell report, this collection documents the story of baseball as seen through the eyes and experiences of the postwar generation. From daytime games heard on the radio to players testifying before Congress on steroid usage, baseball has undergone a major transformation over the past sixty years. This chronicling of such vast changes features stories involving famed players such as Mickey Mantle, Jackie Robinson, Roger Maris, and Nolan Ryan.

All About baby boomers

All About baby boomers PDF

Author: Wing Edouard

Publisher: Aldo Press

Published:

Total Pages: 96

ISBN-13:

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Discover how you can live a completely fulfilling life and spread the radiance of joy and happiness all araound! Can You Avoid Aging? The Baby Boomers Brain The Baby Boomer's Diet

A Baby Boomer's Decision Making

A Baby Boomer's Decision Making PDF

Author: Francis J. Kostel

Publisher: Dog Ear Publishing

Published: 2010-08

Total Pages: 224

ISBN-13: 1608446476

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A Baby Boomer's Decision Making drives the nation's 75 million baby boomers to examine life through the decisions they make, whether they are considering finances, changing national priorities or the needs of aging parents. Boomers will explore decisions of love, school, career, family and fun. From 1956 Chevrolets to Martin Luther King Jr., Vietnam and the 21st century, memoir snippets expose the author's best and worst decision making. From these engaging stories, a model of decision making emerges driven by individual experience in a distinctive combination of understanding, relationships and God. A Baby Boomer's Decision Making creates a bridge from abstract theoretical manuscripts to the daily reality, dreams and apprehensions of baby boomers. Mathematics unlocks the tools of decision making, and prejudice is an omnipresent force. The peaks and valleys of love, family and career highlight the ingredients of decision making. Guidelines and principles of decision making solidify and further assist readers in reviewing the past, assessing the present and preparing for their future. A series of activities and questions at the end of the book encourage individual reflection or small group discussion. Francis J. Kostel earned a Ph.D. from the University of Chicago. As superintendent of schools in suburban Chicago's St. Charles, he led the district of more than 13,000 students, 1,600 staff members and 17 schools. He also served as principal of St. Charles High School, a nationally recognized Blue Ribbon high school, as a leadership consultant and as a mathematics teacher. From the working-class neighborhoods of Chicago to the White House Rose Garden, Kostel has experience with organizational success and conflict resolution. Through August One Consulting, Kostel serves as an executive coach and mentor. Kostel has given presentations throughout the country on leadership, strategic planning, personnel evaluation, change and policy decisions. He has written several articles and served on statewide and regional boards. Kostel is a choir member and ballroom dancer. He and his wife, the love of his life for more than 38 years, have two adult sons. Comments and inquiries regarding A Baby Boomer's Decision Making and August One Consulting are welcome at [email protected].

Classic Home Video Games, 1985-1988

Classic Home Video Games, 1985-1988 PDF

Author: Brett Weiss

Publisher: McFarland

Published: 2012-11-12

Total Pages: 828

ISBN-13: 1476601410

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A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.