Pet Sematary Stephen King  
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AN ADAPTION BY BBC RADIO BASED ON STEPHEN KING'S PET SEMATARY
A Fully-Dramatized Multi-Voice Presentation

Dr. Louis Creed and his wife Rachel chose rural Maine to settle his family and bring up their children. It was a better place than smog-covered Chicago — or so he thought. But that was before he became acquainted with the old pet burial ground located in the backwoods of the quiet community of Ludlow.

The place has a power — it seeps into your dreams and you wake up sweating with fear. It is a place that strikes dread into the lives of all who share its secrets.

A fully dramatized BBC presentatin of one of Stephen King's most famous bestsellers, PET SEMATARY is a masterpiece of the macabre and an unforgettable audio experience!

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The Dark Half: Tie-In Edition Stephen King  
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Bestselling author Thad Beaumont would like to say he has nothing to do with the evil that has committed a series of monstrous murders. But he can’t—because he created it.

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Nightmares and Dreamscapes Stephen King  
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Wonderful...an illusionist extraordinaire, King peoples his fiction with believable characters. (Publishers Weekly)

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The Shining Stephen King  
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"YOU'RE THE CARETAKER, SIR. YOU'VE ALWAYS BEEN THE CARETAKER. I SHOULD KNOW, SIR. I'VE ALWAYS BEEN HERE...."

— DELBERT GRADY OF THE OVERLOOK HOTEL

THE SHINING

First published in 1977, The Shining quickly became a benchmark in the literary career of Stephen King. This tale of a troubled man hired to care for a remote mountain resort over the winter, his loyal wife, and their uniquely gifted son slowly but steadily unfolds as secrets from the Overlook Hotel's past are revealed, and the hotel itself attempts to laim the very souls of the Torrence family. Adapted into a cinematic masterpiece of horror by legendaryStanley Kubrick — featuring an unforgettable performance by a demonic Jack Nicholson —The Shining stands as a cultural icon of modern horror, a searing study of a family torn apart, and a nightmarish glimpse into the dark recesses of human weakness and dementia.

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'Salem's Lot Stephen King  
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Stephen King's second novel,'Salem's Lot, is the story of a mundane townunder siege from the forces of darkness. Considered one of the most terrifying vampire novels ever written, it cunningly probes the shadows of the human heart — and the insular evils of small-town America.

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Hearts In Atlantis Stephen King  
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Stephen King, whose first novel, Carrie, was published in 1974, the year before the last U.S. troops withdrew from Vietnam, is the first hugely popular writer of the TV generation. Images from that war — and the protests against it — had flooded America's living rooms for a decade. Hearts in Atlantis, King's newest fiction, is composed of five interconnected, sequential narratives, set in the years from 1960 to 1999. Each story is deeply rooted in the sixties, and each is haunted by the Vietnam War.

In Part One, "Low Men in Yellow Coats," eleven-year-old Bobby Garfield discovers a world of predatory malice in his own neighborhood. He also discovers that adults are sometimes not rescuers but at the heart of the terror.

In the title story, a bunch of college kids get hooked on a card game, discover the possibility of protest...and confront their own collective heart of darkness, where laughter may be no more than the thinly disguised cry of the beast.

In "Blind Willie" and "Why We're in Vietnam," two men who grew up with Bobby in suburban Connecticut try to fill the emptiness of the post-Vietnam era in an America which sometimes seems as hollow — and as haunted — as their own lives.

And in "Heavenly Shades of Night Are Falling," this remarkable book's denouement, Bobby returns to his hometown where one final secret, the hope of redemption, and his heart's desire may await him.

Full of danger, full of suspense, most of all full of heart, Stephen King's new book will take some readers to a place they have never been...and others to a place they have never been able to completely leave.

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El Pajaro Pintado Jerzy Kosinski  
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Originally published in 1965, The Painted Bird established Jerzy Kosinski as a major literary figure. Kosinski's story follows a dark-haired, olive-skinned boy, abandoned by his parents during World War II, as he wanders alone from one village to another, sometimes hounded and tortured, only rarely sheltered and cared for. Through the juxtaposition of adolescence and the most brutal of adult experiences, Kosinski sums up a Bosch-like world of harrowing excess where senseless violence and untempered hatred are the norm. Through sparse prose and vivid imagery, Kosinski's novel is a story of mythic proportion, even more relevant to today's society than it was upon its original publication.

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Corporate Culture and Performance John P. Kotter  
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Going far beyond previous empirical work, John Kotter and James Heskett provide the first comprehensive critical analysis of how the "culture" of a corporation powerfully influences its economic performance, for better or for worse. Through painstaking research at such firms as Hewlett-Packard, Xerox, ICI, Nissan, and First Chicago, as well as a quantitative study of the relationship between culture and performance in more than 200 companies, the authors describe how shared values and unwritten rules can profoundly enhance economic success or, conversely, lead to failure to adapt to changing markets and environments.

With penetrating insight, Kotter and Heskett trace the roots of both healthy and unhealthy cultures, demonstrating how easily the latter emerge, especially in firms which have experienced much past success. Challenging the widely held belief that "strong" corporate cultures create excellent business performance, Kotter and Heskett show that while many shared values and institutionalized practices can promote good performances in some instances, those cultures can also be characterized by arrogance, inward focus, and bureaucracy — features that undermine an organization's ability to adapt to change. They also show that even "contextually or strategically appropriate" cultures — ones that fit a firm's strategy and business context — will not promote excellent performance over long periods of time unless they facilitate the adoption of strategies and practices that continuously respond to changing markets and new competitive environments.

Fundamental to the process of reversing unhealthy cultures and making them more adaptive, the authors assert, is effective leadership. At the heart of this groundbreaking book, Kotter and Heskett describe how executives in ten corporations established new visions, aligned and motivated their managers to provide leadership to serve their customers, employees, and stockholders, and thus created more externally focused and responsive cultures.

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Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do Lawrence Kutner, Cheryl Olson  
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Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right?

Wrong. In fact, many parents are worried about the wrong things!

In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns.

Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when — and what kinds of — video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide.

Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers.

Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...

"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"

"I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?"

"I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games."

What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games — even violent games — can benefit children and families in unexpected ways.

In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

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Why We Suck: A Feel Good Guide to Staying Fat, Loud, Lazy and Stupid Dr. Denis Leary  
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The New York Times bestseller

One of America's most original and biting comic satirists, Denis Leary takes on all the poseurs, politicians, and pop culture icons who have sucked in public for far too long. Sparing no one, Leary zeroes in on the ridiculous wherever he finds it-his Irish Catholic upbringing, the folly of celebrity, the pressures of family life, and the great hypocrisy of politics-with the same bright, savage, and profane insight he brought to his critically acclaimed one-man shows No Cure for CancerLock 'n Load.

Proudly Irish-American, defiantly working class, with a reserve of compassion for the underdog and the overlooked, Leary delivers blistering diatribes that are both penetrating social commentary with no holds barred and laugh-out-loud funny. As always, Leary's impassioned comic perspective in Why We Suck is right on target.

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