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Contact Us
PLA Staff and Contact Information
PLA is a division of the American Library Association, located at 50 E. Huron, Chicago, IL 60611. Office hours are 8:30 AM–4:30 PM (Central Time), Monday–Friday. ALA's toll free number is 1-800-545-2433, staff extensions are listed below. PLA's general line is ext. 5PLA (5752), fax number is 312-280-5029, and general e-mail is email@example.com. Feel free to contact the office any time you have questions. If no one is available when you call, please leave a message. All staff have voice mail and will respond as quickly as possible.
- Executive Director
- Committees, Customer Service, and Governance
- Conferences and Continuing Education
- Initiatives
- Marketing and Communications
- Publications
- Web
Executive Director
Barb Macikas
ext. 5028
Responsibilities include: directing activities of PLA; coordinating policy implementation and strategic planning; preparing PLA budgets; ex-officio member of PLA's Board of Directors; official contact for external organizations.
Committees, Customer Service, and Governance
Julianna Kloeppel
Program Coordinator
ext. 5026
Serves as contact for members who want to learn about the organization and its programs. Responsibilities include: maintenance of committee rosters, coordination of appointment process, and support for the work of the PLA Board of Directors.
Conferences and Continuing Education
Amy Sargent Lundy
Manager, Professional Development
ext. 5024
Responsibilities include: development of PLA's educational programs at ALA and PLA conferences, Spring Symposium and regional educational programs; oversight of development and implementation of the Certified Public Library Administrator Program (CPLA); and for creation of online educational programs, distance learning programs and other new educational offerings for PLA.
Melissa Faubel Johnson, CMP
Meeting & Special Events Planner
ext. 5022
Responsible for meeting management of PLA conferences and events including the biennial PLA Conference, Spring Symposium, regional programs, and programs held at ALA Annual and Midwinter conferences. Meeting management includes: site review, hotel and supplier contracts, AV, catering, exhibits, registration, travel functions including airline, tour and shuttle bus.
- Mary Hirsh
Project Manager
ext. 5039
Responsible for managing the The Edge Initiative, the first-ever set of benchmarks for public access technology in public libraries.
Lian Sze
Program Coordinator
ext. 5021
Provides support for PLA grant-funded initiatives such as Edge, Turning the Page, and the Digital Learning Center, as well as for PLA continuing education and publication programs.
Marketing and Communications
Manager, Marketing & Communications
ext. 5024
Directs all PLA marketing activities including the biennial PLA Conference, directs all membership promotion and retention efforts, manages content and design of webpage and e-newsletter.
Kathleen M. Hughes
Manager, Publications
ext. 4028
Serves as editor of Public Libraries magazine, manages PLA publications program, PLA Blog, and Public Library Data Service Statistical Report project, and coordinates the PLA webinars.
Brendan Dowling
Assistant Editor
ext. 5023
Proofreads, copyedits, and otherwise prepares manuscripts for various publications. Conducts author interviews for "BookTalk" column on publiclibrariesonline.com, updates and maintains publiclibrariesonline.com.
Steven Hofmann
Manager, Web Communications
ext. 5047
Leads development of PLA web and digital media initiatives and programs. Responsible for management of PLA web properties, and implementation of social networking, member communities and web-based education.


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Course Registration for PCHS
Registration for the 2013-14 school year for Port Clinton High School will soon begin. Several events will assist students and their parents/guardians as they register for classes.
The 2013-14 Course Registration Guides and Planners will be distributed to current high school students during class meetings on Wednesday, Jan. 23, with course registration beginning Jan.28 for PCHS students in grades 9-11.
Several meetings have been planned to assist current grade 8 student and parents prepare for their freshman year of high school. On Wednesday, Feb. 6, at 6 p.m.in the PCHS Performing Arts Center there will be a Grade 8 Parent Information Meeting. At that time, PCHS staff will discuss course selection for the Freshmen Year and explain the 4-year high school plan.
Grade 8 students will receive their PCHS Course Registration Guide during an information meeting on Tuesday, Feb. 5, at 8 am in the PCHS Performing Arts Center. They will register for their Freshmen year courses on Tuesday, Feb.12, beginning at 8:15 a.m. at the Middle School. Registration forms should be signed and returned to the PCMS Guidance office by Friday, Feb.15.
The 2013-14 PCHS Registration Guide can also be accessed at the school district website at www.pccsd.net in the near future. Parents may contact Rick Dominick, Grades 9 and 10 Guidance Counselor, at 734-2147.

subset: commoncrawl


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Highlights of the 1st Preliminary Final between the Panthers & Bulldogs
Highlights of the 2nd Preliminary Final between the Rabbitohs & Roosters
Highlights of the 2nd Semi Final between the Sea Eagles & Bulldogs
Choose columns to display (limit 11). You can display 5 more columns
This table can be sorted in ascending or descending order. Click on stat category to add or remove that stat from the table. This table can display a maximum of 11 stat categories at once. Revert to the default stats inclusions by clicking 'Reset'. All stats supplied by NRL stats. Stats are updated at the conclusion of each match. For more information on the updating of official statistics click here.


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2013 Jamboree® Mahogany Keepsake BoxOriginal Price:$24.99 Current Price: $12.98Handsome design makes this an impressive gift for someone special... or keep it yourself - it's perfect for storing Jamboree® coins, pins, emblems and other small keepsakes! The unhinged, lift-off lid features a marbleized tile inset with a full-color screen-print of the Jamboree® logo. Mahogany box is lined with black felt 6" x 5" x 2½". Learn More
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Summit Mini Go-Pack - PinkOriginal Price:$21.99 Current Price: $10.98Super-compact design holds a lot more than you'd think! It's a handy way to carry your ID, money, keys-all those small valuables you can't leave without. Mini "valuables pack" in pink features a 1" disk with 2013 Jamboree® logo attached to center front. Learn More


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Did I ever tell you…
that story about my hill training? No? I didn't think I did.
I had arrived early at the hill to get a few hill repeats in, before my running group showed up (as I'm a slow runner, and don't like finishing last). I was on my second hill repeat when it happened.
Eyes forward. Shoulders loose. Arms pumping. Breath.
I felt the hover of the car just behind me.
Left foot. Right foot. Left foot.
What? What was that? Why isn't this car passing me?
Pump. Stride. Breath.
I fought the urge to turn and see, y'know, play it cool for a few strides. But eventually my curiosity got the better of me…
And there it was, a car filled with five twenty-something guys all staring at me. Looking at me. Laughing at me.
I panicked.
Pump. Stride. Breath. Breath-Liz-Breath!
My eyes darted between the 5 faces in the car, trying to see if I recognized anyone. I didn't. The back and front windows were open, and the two closest to me were hanging out the side. They kept laughing. Kept pointing. Laughing and pointing and staring at me. I didn't smile. I didn't flinch. I just kept running. Trying to comprehend what was going on.
And then I saw it. They were taking photos of me. Or wait, was it a video? I instantly envisioned the photos. My God, and the video. My short shorts. My thighs. The fat spilling out of my top. The cellulite.
Ohmygod. What is happening? Who are they? Why won't they drive off?
Eventually the car passed me, and their laughter and a honk disappeared around the corner. I stopped running. I stopped moving. I wanted to sit down and cry. Disappear. I wanted to disappear. It was literally my worst running nightmare come true. The reason for years, and years, and years I sat in my house, not wanting to leave in fear of being judged. In fear of being seen. In fear of being noticed.
I didn't blog about it when it first happened, as I was scared it had something to do with this blog. Scared those photos were going to appear on some website, or perhaps even in my email. I still have absolutely no idea who those guys were, or why they took photos of me running up a hill, but it really shook me. To my core.
I then felt myself regress. Regress to the old, self conscious, self-hating, person I once was. It was awful. All those familiar feelings of feeling like I did not belong. Did not deserve. Was useless. Was doomed…
It took me a few days, and a couple of runs to get over it, but I did. And I can't say enough how thankful I am that that happened to me now, and not 2 years ago when I was a new runner, a very (very!) self conscious new runner. When I was not strong enough of a person to realize those stupid assholes' actions and comments do not define me. Because they don't, they really, really don't.
Two years ago, that incident would have ruined me.
But today, at this point in my life, I am strong and confident and happy enough to (eventually realize to) flip those losers the bird, and truly know the person I am, a girl running up a big hill towards her goals, her dreams, and yes, a cellulite-free-bum, is a better person than any of those guys are, and there is no way in hell I'm letting them define me, even for a moment in time.


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Apparently, the section of population that thinks that school is a place for children to learn good things about the social behaviour, have their own rationalisations. For example a child hardly gets time to interact their parents, as nowadays parents are quite busy if they are both bread earners for a family. This means school plays a greater role in the personal growth of a child, teaching them to be respectable members of a society. Moreover, it has been proven by various scientific research that children learn better when they have peer competition which can be provided in schools.
However, another school of thought assumes that the home is a place to start learning, as children spend most of their time at home with their siblings, parents or carers. They have a greater influence on the mental conditioning of a child. For example if a child's father or mother is abusive at home, the child tends to be an abusive individual in a society as the home environment has a greater impact on the upbringing of a child.
In the end, after weighing up both sides of the argument , I certainly feel that learning starts from home. Parental guidance is extremely important in a better upbringing of a child for a fruitful future existence. For example my brother and his friend found five hundred rupees in a school playground; even after constant disagreement from his friend my brother returned the money to the school authority. This shows that even though both of them study in a same section of the school, family moral values play an important role in decision making. Thus, parents have the most important role in making children to be a good member of society.


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By Andrea Markowitz
Kendra Beiser doesn't remember the first 48 hours after she felt a bullet pierce her neck.
Beiser was hanging out with friends when a pistol, believed to be unloaded, accidentally discharged. The bullet entered the front of her neck, passed down her right side and lodged in her back shoulder. One friend administered CPR while another called 911.
When the 19-year-old arrived at Scottsdale Healthcare Osborn's Level I Trauma Center on March 8, she was unresponsive.
"We immediately took action," said Kenneth Ransom, MD, Osborn's Trauma Medical Director. "We put a tube in her chest to drain blood pooling from an injured major vessel in her upper chest. She was taken to the operating room without delay.
"The bullet also severed a major vessel supplying oxygen to the brain. We thought she'd have a 50 percent chance of surviving and about a 25 percent chance of surviving without serious physical disability or brain damage."
Even with that assessment, Dr. Ransom knew Kendra's odds for survival and recovery would have been even less if she had been transported to a facility not equipped to handle her critical injuries.
Ready 24 hours a day
Level I trauma centers like Scottsdale Healthcare Osborn are different from hospital emergency departments because a team of trauma-trained, board-certified doctors and nurses are available for immediate action around the clock.
(Article Source: Healthy AZ Living 9/30/08)
By Elise Riley
Sept. 6, 2007 was a lovely day near Mill Avenue in Tempe. Maureen Magrogan and her brother had just enjoyed a cup of coffee and were walking back to their car. She didn't know her life was about to change.
"A car came and it was speeding," Magrogan said. "My brother yelled. According to him, I did fly in the air a good bit, and I was in bad shape. I'm very fortunate that I don't remember it."
Rushed to Scottsdale Healthcare Osborn's Level I trauma center, Magrogan would discover that her pelvis was shattered.
Scottsdale Healthcare Osborn has made orthopedic trauma one of its focal points. With four orthopedic trauma fellowshiptrained specialists, the hospital receives some of the most complex trauma cases in the state.
"It's an area we've focused on very heavily over the last four years," said Dean Thomas, associate vice president for orthopedics and neurosciences. "We've dedicated a lot of resources to putting together the best program in the state, which all starts with recruiting the best talent."
Each of the hospital's orthopedic trauma surgeons has an extra year of training in complex orthopedic trauma. Patients from all over the state, particularly rural Arizona and the east Valley, arrive at the center for its specialized treatment. Many of the trauma center's patients are rushed there with head injuries or fractures. In addition to the orthopedic trauma specialists, these patients also might encounter a general trauma surgeon, a hand specialist, a neurosurgeon, vascular surgeon or plastic/reconstructive surgeon.
A team evaluated Magrogan before Gil Ortega, MD, one of the orthopedic trauma specialists, took over her case. Magrogan was fortunate. She had no internal injuries or spine and neck injuries but was badly cut and bruised. Dr. Ortega's task was to repair Magrogan's fractured pelvis. "She had a loss of consciousness,was suffering from shock and had what's called a floating pelvis, when both sides are fractured front and back," Dr. Ortega said.
"Generally these injuries have a high risk of mortality, as high as 30 percent, because of the significant blood loss. Half of her pelvis was so vertically displaced, we had to put a pin in her femur to help bring the pelvis back to its center," he explained. Magrogan's family soon filled the waiting room. Two days after the accident, a surgeon removed the femur pin and she had surgery to reposition and stabilize both the front and back of her pelvis with a plate and screws.
"One of my sisters took on the advocate role, and (Dr. Ortega) really took the time to explain things," Magrogan said. "We had nine, 10 people there, and he took the time to shake everyone's hand and respond to my family's needs in a very sensitive way. Gentleness counts. We weren't afraid because we were in capable hands."
Magrogan returned home three weeks later. She participated in outpatient physical therapy through one of Scottsdale Healthcare's facilities.
"Initially I couldn't walk," Magrogan said. "But being in the pool was one of the most liberating things, to move my joints and muscles again. My very first real walk was an extremely special moment. It was Christmas Eve, at church, with my family."
By March, Magrogan was walking on her own. She still has screws and a plate in her pelvis --"I got to keep the hardware," she joked — and said that no one would think she had an injury upon meeting her.
"That's the highlight! You'd never know and would never guess," she said.
"At the time, we knew it was pretty grave and serious," Magrogan said. "It's amazing how Dr. Ortega was. He took the time to show me what really happened and what he did to put me back together."


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- Pink pepperpod extract: this fragrant spice has played an important part in the cuisine and spice trade of West Africa.
- Ginger oil: a stimulating and warming plant extract.
- Patchouli: traditionally used in incense, this fragrant plant is fashionable with perfumers once again.
Spritz onto the pulse points (wrists, neck, inner elbows) whenever you need to freshen up.
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Video game culture
|Part of a series on:
|Video games
|This article possibly contains original research. (March 2011)
Video game culture is a form of new media culture that has been influenced by video games. As computer and video games have increased exponentially in popularity over time, they have caused a significant influence upon popular culture. This form of entertainment has spawned many fads. Video game culture has evolved in time, particularly in connection with internet culture. Today, the impact of computer and video games can be seen in politics, television, popular music, and film.
- 1 Demographics
- 2 LAN gaming
- 3 Online gaming
- 4 Social implications of video games
- 5 Gaming and popular culture
- 6 Video game and traditional media forms
- 7 Interactive engagement between players and digital games
- 8 See also
- 9 References
As of 2013, the average age for a video game player is 30,[1] a number slowly increasing as people who were children playing the first arcade, console and home computer games continue playing now on current systems.[2] The gender distribution of gamers is reaching equilibrium, according to a 2011 study showing that 58% of gamers are male and 42% female.[1] As of 2011, ESA reported that 71% of people age six to forty-nine in the U.S. played video games, with 55% of gamers playing on their phones or mobile devices.[1] The average age of players across the globe is mid to late 20s, and is increasing as older players grow in numbers.[3]
One possible reason for the growing increase in players could be attributed to the growing number of genres that require less of a specific audience. For example, the Wii console has widened its audience with games such as Wii Sports and Wii Fit. Both require more activity from the user and provide more reasons to play including family competition or exercise. It could also be because people who played video games when they were young are now growing older and still have that interest in video games. Currently, the largest entertainment industry for children is gaming. According to a 2008 survey, 97% of children between the ages of 12 and 17 play video games.[4]
LAN gaming[edit]
Video games are played in a variety of social ways, which often involve domestic gatherings or even in public places. A popular method of accomplishing this is a LAN (Local Area Network) party, which if hosted at a home involves family and friends,[3] creating a social event for people friendly with each other. LAN parties are often held in large scale events conducted in public spaces and have a great number of participants who might not usually socialise.
The Everquest Fan Faires for instance, provide weekends of socializing and playing, at a large gathering (an event of several thousands) of dedicated game fans. Terry Flew in his book Games: Technology, Industry, Culture also emphasises the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together".[5] This raises the notion of McLuhan's "Global Village", as people are able to transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro also stresses the possibility of "Using technology to enhance one's social life",[6] as friendships no longer have to be structured by physical proximity (e.g. neighbours, colleagues). Shapiro states that "the net (Online Gaming Communities) gives individuals the opportunity to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships".[6] Thus, such online communities satisfy a genuine need for affiliation with like-minded others.
Online gaming[edit]
Online gaming has drastically increased the scope and size of gaming culture. Online gaming grew out of games on bulletin board systems and on college mainframes from the 1970s and 1980s. MUDs offered multiplayer competition and cooperation but on a scope more geographically limited than on the internet. The internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance games can now be played from low-end client systems and even TVs.[7]
One of the most groundbreaking titles in the history of online gaming is Quake, which offered the ability to play with sixteen, and eventually up to thirty-two players simultaneously in a 3D world. Gamers quickly began to establish their own organized groups, called clans. Clans established their own identities, their own marketing, their own form of internal organization, and even their own looks. Some clans had friendly or hostile rivalries, and there were often clans who were allied with other clans. Clan interaction took place on both professionally set competition events, and during normal casual playing where several members of one clan would play on a public server. Clans would often do their recruiting this way; by noticing the best players on a particular server, they would send invitations for that player to either try out or accept membership in the clan.
'Clan'- or 'guild'-based play has since become an accepted (and expected) aspect of multiplayer gaming, with several games offering cash-prize tournament-style competition to their players. Many clans and guilds also have active fan-bases, which, when combined with the 'tournament' aspect, contribute in turning clan-based gaming into a semi-professional sport.
Clans also allow players to assist each other in simulated combat and quests in game advancement, as well as providing an online family for friendly socialising.[3]
From Quake, gaming grew beyond first-person shooters and has impacted every genre. Real-time strategy, racing games, card games, sports games can all be played online. Online gaming has spread from its initial computer roots to console gaming as well. Today, every major video game console available offers degrees of online gaming, some limited by particular titles, some even offer up entire virtual communities.
Slang and terminology[edit]
Certain words and phrases have been invented by, or have become popular with, the gaming community as a whole. Internet slang is similar to Leetspeak although the Internet Slang has been derived over time from Leetspeak. Some terms are used to describe large gaming events, games themselves, or aspects of games. Many games, especially online games, have their communities create neologisms to refer to specific events, situations, actions, or people in the games. Common phrases include "lol" ("laughing out loud", lewl), "n00b" or "noob" (deragoratory term for "new beginner") and after a multiplayer match has concluded, "gg" ("good game"). Also glhf (Good Luck and Have Fun) and "rekt" (a deragoratory term meaning 'wrecked', but with the intention of annoying another player). Some other terms used in positive manners to congratulate one another are "ftw" (for the win), "own", "ownage", "owned" or "pwned" as in "You owned (meaning to 'own' or 'shut him down') him!", "That's total ownage man!", or "I pwn you!"
Massively-multiplayer online gaming[edit]
The shift from console-based or "shrink-wrap" gaming to online games[8] has allowed massively-multiplayer online gaming today to become ubiquitous in the computer gaming realm. Due to the openness of the Internet's architecture, users become producers of the technology, and shapers of the whole network.[9] This allowed Massively-multiplayer online gaming to expand to include gaming clan forums and game support facilities which allow the producers of the Massively-multiplayer online game to gain player feedback about the games.[8] Titles like World of Warcraft and League of Legends have millions of players. Within this population base, gamers are divided into servers of tens of thousands of people, often called realms. The importance this virtual world has is highly varied among gamers. Some gamers spend as much free time as possible, while others play much more casually. Massively multiplayer online games have become so important that virtual economies have sprung up that allow players to pay real money for virtual property and items, commonly known as RMT (Real Market Trading). One game, Second Life, has its entire focus on the usage of real-life currency for everything in the game world. Some gamers make a living "farming" items and selling them on auction sites like eBay. Since most, if not all, online games issue 'Terms of Service' documents that specifically prohibit such transactions, any players that are proven to be selling any game assets (items, weapons, etc.) will have their game account closed and may face legal action.
There has been much debate among media theorists as to whether video gaming is an inherently social or anti-social activity. Terry Flew argues that digital games are "increasingly social, a trend that works against the mainstream media's portrayal of players as isolated, usually adolescent boys hidden away in darkened bedrooms, failing to engage with the social world".[5] He asserts that games are played in very social and public settings; for example computers and consoles are often played in living areas of domestic homes, where people play with family or friends.
David Marshall argues against the rich source of "effects" based research, finding that games are "deliberating and anti-social forms of behaviour".[10] Rather suggesting that "the reality of most games is that they are dynamically social – the elaborate social conversations that emerge from playing games online in massive multi-player formats"[10] (MMOG). Exemplifying 'The Sims Online', he states "has built up entire political and social structures in given communities' that provide an elaborate game life for participants".[10] Gamers in these online worlds participate in many-to-many forms of communication and one-to-one correspondence. The games are not only massive; they are also "intimate and social".[10]
Gosney argues that Alternate Reality Gaming is also inherently social, drawing upon Pierre Levy's (Levy 1998) notion of Collective Intelligence. He states that the game relied upon an "unprecedented level of corroboration and collective intelligence to solve the game".[11] The issue of collective and corroborative team play is essential to ARG, thus are anything but a solitary activity.
Hans Geser further rejects the mainstream media view that video gaming is an anti-social activity, asserting "there is considerable empirical evidence that Second Life serves mainly to widen the life experience of individuals who have already a rich 'First Life', not as a compensating device for marginal loners."[12] Thus highlighting the "fantastic social possibilities of Second Life",[12] as the intangible reward of social belongingness is of paramount importance. Bray and Konsynski also argue the ability of the technology to "to enrich their lives", as most Millennials report: "No difference between friendships developed in the real world vs. friendships developed online, and most use the internet to maintain their social networks and plan their social activities".[13]
Social implications of video games[edit]
The advent of video games gave an innovative media technology, that allowed consumers to archive, annotate, appropriate and recirculate media content.[3] Consumers can use this media source as an alternative tool to gain access to information of their interest. The community aspect to videogaming has also had implications for the social interactions and collective behaviours of consumers involved in the activity.
Rise of subcultures[edit]
Contemporary investigations have found that there is a prevailing social framework in place during gatherings of gaming enthusiasts or 'gamers'.[14] Mäyrä (2008, p. 25) suggests that gamers who gather together to play possess a shared language, engage in collective rituals and are often interested in cultural artifacts such as gaming paraphernalia.[15] Cronin and McCarthy (2011) have also explored a liminal, hedonic food culture to be present among these socially connected actors. The commensal consumption of energy dense low nutrient foods is considered to be appropriated during long stretches of gameplay to contribute to the community and hedonistic aspects of social gaming.[16] In response to the central importance that food plays in the collective enjoyment of social gaming, various websites have been created which allow gamers to rate their favourite foods to accompany play.[17]
The presence of rituals, shared discourse, collective action and even a liminal food culture among gaming communities gives credence to the concept of these cohorts existing as self defining sub-units within mainstream culture. However due to the ephemeral and transient nature of their rituals, and also the possibility of virtual interaction through online participation, these cohorts should be considered 'postmodern subcultures'. Gaming communities have social elements beyond physical interaction and have come to a stage where online and offline spaces can be seen as 'merged' rather than separate.[3]
MMORPG and identity tourism[edit]
Terry Flew (2005)(p. 264)[3] suggests that the appeal of the "Massively Multiplayer Online Role Playing Game" lie in the idea of escapism, and the ability to assume the role of someone or something that is a fantasy in real life. He notes that '…for some women, [they] enjoy adopting what they feel to be an image of femininity more acceptable or desirable than their real world body…'
This is what he calls "identity tourism", a form of hopping from one person to another, for which there usually is a stereotypical discourse associated with the protagonist. This is seen in the case of males who assume the personas of the female gender, and the character's representation of her gender being overly sexualized and/or passive, '…this tends to perpetuate and accentuate existing stereotypes of… women…' (Nakamura).
Ownership of video game entities is a major issue in video game culture.[18] On one side, players, especially who played with avatars for several years, have treated the avatars as their own property. On the other hand, publishers claim ownership of all in-game items and characters through the EULA (End User License Agreements).[18] Terry Flew recognises this problem writing, "Intellectual property is much better suited to conventional 'texts' that are fixed or finished, rather than ongoing collaborative creations like games...".[19] He also highlights that these issues will only get worse, with more interactive games emerging, issues of regulation, ownership, and service will only get more problematic.[19] In this case, governments are supposed to establish the pertinent laws. In 2011, Sony decided that gamers using its PlayStation 3 console were not the owner of the said hardware, nor software and were instead granted licenses to use the hard/software.[citation needed]
Violence narrative[edit]
Violent content in video game are often a source of criticism, which according to Terry Flew is related to the subject of 'moral panic'.[18] Terry Flew writes that the 'effects-based' research which gives rise to the 'computer games cause violence' discourse is mostly psychology-based research, influenced particularly after horrific events such as the shooting of schoolchildren at Columbine High School in Littleton, Colorado in 1999. He says that the assumption behind such research, cause-effect behaviorist models of communication, is a flawed one. Several studies show a correlation between violent content conveyed through media (including videogames) and violent or aggressive behavior, while others (Vastag 2004) consider that the evidence for such conclusions is thin and highly contestable.
Fox News reported that Montreal shooting case in Canada was carried out by the criminal Kimveer Gill,[20] who is a player of Super Columbine Massacre, whose narrative attaches with strong violence sense. On the other hand, some people who hold social determinism theory assert technology is neutral,[21] but it is the way that humans manipulate technology which brings about its social impact.
Influence of 'StarCraft' in South Korea[edit]
'PC Baang (PC방)', which is more commonly known as an internet café, is one of the very first phenomenons which occurred because of the influence of online gaming in South Korea (Flew 2005).[3] This phenomenon sprung in 1998, mainly from the influence of the strategy game StarCraft. In South Korea, more than five million people played the game during that time. Males from their late teens to late twenties were the main players. Game players would usually visit internet cafés to play StarCraft because people could use better computers with faster internet connections compared to the computers they owned.
Numerous clans and guilds were created among StarCraft players and they would gather around in online space to compete or to talk about strategy. Consequently, companies like SK Telecom held StarCraft competitions and these were broadcast full-time on three cable channels, which continues to this day.[3] Id 'SSam-Jang' was the first professional online game player who gained fame, publicity and fortune by winning many StarCraft competitions such as 'Battle.net' competition and also he was a winner of the "StarCraft" world competition in 1999. He became a celebrity and also did a TV commercial. He still remains a legendary gamer that created a number of strategies such as 'under tank drop ship'.[22] Online, his fans created many fan blogs and web sites which were dedicated to him. These people would also go to competitions where 'SSam-Jang' would compete to support him. http://cafe.daum.net/SSamjang is a fan page that is still remaining. In addition, he influenced many gamers to become professional gamers or full-time gamers and introduced the idea of considering full-time gamers as a professional job in Korean society.
Subsequently, online games like Lineage, Kart-rider, Ragnarok and World of Warcraft are those few games which became national online games since StarCraft. There are many online web sites created by players to post information about online games, record diaries of daily adventures, chat-rooms to talk about personal adventure story of online games and more. For example, often Ragnarok players would meet up in chat-rooms to decide when they would log in to meet up online to trade weapons, medicines and others things they need in-game.
Online gaming culture grew as games like 'StarCraft' and 'Lineage' contributed to the birth of other new online games where people not only play games but also to meet and communicate online where it created almost a new society where it can be seen as imagined community. Moreover, the Korean internet and computer industry believe the popularity of online gaming contributed in many ways to develop a very robust and profitable infrastructure. In South Korea, the Online game industry is currently quite profitable and even enjoys government subsidies.[23]
In August 2014 gaming culture engendered a complicated and manifold controversy [24] known as GamerGate (partially promulgated on Twitter with the hashtag #GamerGate) involving journalistic ethics and feminist accusation of misogyny in gaming culture which itself went viral;[25][26] the controversy began attracting mainstream media coverage,[27] including the business press[28] and Time magazine.[29]
Gaming and popular culture[edit]
Games are also advertised on different TV channels, depending on the age demographic they are targeting. Games targeted toward kids and young teenagers are advertised on Cartoon Network and Nickelodeon, while games targeted toward older teenagers and adults are advertised on MTV, G4, Comedy Central and in NFL Network.
Gaming as portrayed by the media[edit]
From the 1970s through even the 1990s, video game playing was mostly seen as sub-culture hobby activity and as a substitute for physical sports. However, in its early history video gaming had occasionally caught the attention of the mainstream news outlets. In 1972, Pong became the first video game pop-culture phenomenon. This was followed by Pac-Man in 1981. Other video games labeled as pop-culture phenomena include Final Fantasy, Halo, Metal Gear, The Legend of Zelda, Tomb Raider, Grand Theft Auto, Call of Duty, Street Fighter, Mortal Kombat, Pokémon, Guitar Hero, Sonic the Hedgehog, and the Mario games.
As games became more realistic, issues of questionable content arose. The most notable early example is NARC, which through its use of digitized graphics and sound and its adult-oriented theme quickly became a target of the press. These same issues arose again when Mortal Kombat debuted, particularly with its home video game console release on the Sega Genesis and Super Nintendo systems; due to Nintendo's strict content-control guidelines, that system's version of Mortal Kombat was substantially re-worked to remove any 'extreme' violence. In response to these issues (and in parallel to similar demands made upon the music and movie industries), the ESRB was established to help guide parents in their purchasing decisions. 1993's Doom caused quite a stir, with its detailed 3D graphics and copious amounts of blood and gore. The 1996 game, Duke Nukem 3D, was accused of promoting pornography and violence; as a result of the criticism, censored versions of the game were released in certain countries. In the 1999 Columbine shootings, violent video games were for a time directly blamed by some for the incident, and labeled as "murder simulators".
In 2001, Grand Theft Auto III was released, which started the controversy over again. The main issue was that the graphics had advanced much, which made the game seem to have a greater potential impact.
Today, video gaming is treated similarly to the movie and music industries, with news outlets covering video game releases in much the same manner as they do the release of a highly anticipated movie or album.
Television channels[edit]
The first video game TV show was GamePro TV.
The first television channel dedicated to video gaming and culture, G4, was launched in 2002. However, over the years, the channel has moved away from video game shows, and more towards male-oriented programs. X-Play, one of the channel's most popular shows and the highest rated video game review show, is still produced at G4. Until G4 was bought by Esquire Magazine, who decided to cease X-play and focus less on the nerd oriented audience of G4 and go with their traditional male audience of their magazine.[citation needed]
Ginx TV is an international multi-language gaming television channel, managed by the former MTV Networks Europe Managing Director Michiel Bakker.[30]
There are also video game shows that appear on other channels, such as Spike TV, Fuel TV and MTV.
In Korea, there are two cable TV channels fully dedicated to video games, Ongamenet and MBCGame, broadcasting professional game leagues that are held in Korea.
In Germany, there is one digital cable and satellite channel fully dedicated to video games: GIGA Television. It is also seen via internet stream by a lot of viewers.
In Australia, there is one TV show that is based on gaming and games. Good Game on the ABC (Australian Broadcasting Corporation) which broadcasts on channel ABC2. The show is also available as a podcast on iTunes.
In Russia, there are one satellite, the "Perviy Igrovoy" (Gaming First) and one cable, "Gameplay TV", gaming TV channels. Channels have internet streams.
Internet shows[edit]
AVGN was a show about a fictional character created by James Rolfe. The character is portrayed as a foul mouthed, short tempered retro gamer who reviews old nintendo games usually in a sarcastic and negative manner with frequent use of profanity for comical effect.
Pure Pwnage, was a fictional series chronicling the life and adventures of Jeremy, a self-proclaimed "pro gamer".
Red vs. Blue (made by Rooster Teeth), is a machinima (machine-cinema) filmed with many different video games. The series consist of hundreds of short episodes with characters acting out comedic sections of their lives in their own video game universes.
Consolevania, a game review/sketch show produced in Glasgow, Scotland, was developed into a broadcast series, videoGaiden on BBC Scotland.
Button Mashers, an original gaming news show for website Gamezombie.tv, was shot at a $1 million HDTV studio and has millions of viewers all across the internet.
The Guild is a web series, created by Felicia Day, in which the cast are members of a guild that plays an MMORPG similar to World of Warcraft.
Game Grumps, a show on YouTube in which the cast plays games sent in by viewers. It has a related show called Steam Train where the cast plays games either on Steam or sent in by independent developers.
Influences on music[edit]
Video game music has been utilized by popular musicians in many ways. The earliest example was the electronic music band Yellow Magic Orchestra's self-titled album, released in 1978,[31] which utilized Space Invaders samples as instrumentation.[32] In turn, the band would have a major influence on much of the video game music produced during the 8-bit and 16-bit eras.[31] During the golden age of arcade video games in the early 1980s, it became common for arcade game sounds and bleeps to be utilized, particularly in early hip hop music,[33] synthpop,[34] and electro music.[35] Buckner & Garcia's Pac-Man Fever, released in 1982,[36] featured songs that were both about famous arcade games like Pac-Man, Donkey Kong and Berzerk, and also used the sound samples from the games themselves as instrumentation. In 1984, former Yellow Magic Orchestra member Harry Hosono produced an album entirely from Namco arcade game samples, entitled Video Game Music.[37]
Aphex Twin, an experimental electronic artist, under the name "PowerPill" released the Pacman EP in 1992 that featured a heavy use of Pac-man sound effects. An entire music genre called chiptunes, or sometimes gamewave, have artists dedicated to using the synthesizer sets that came with past video game consoles and computers, particularly the Commodore 64 and the Nintendo Entertainment System. These bands include Mr. Pacman, 8 Bit Weapon, Goto 80, 50 Hertz and Puss. The influence of retro video games on contemporary music can also be seen in the work of less purist "Bitpop" artists, such as Solemn Camel Crew and Anamanaguchi. Moreover, many gamers collect and listen to video game music, ripped from the games themselves. This music is known by its file extension and includes such formats as: SID (Commodore 64), NSF (NES) and SPC (SNES). Cover bands like Minibosses have been founded recently that perform instrumentations, and groups like The Protomen have written rock operas inspired by the Mega Man video games.
A comedy sub genre has developed increasing the popularity of several musicians including Jonathan Coulton, famous for the song Still Alive featured in the credits of Valve Software's title Portal, and Jonathan Lewis, songwriter and composer credited with the Half Life themed parody album titled Combine Road.
Full orchestras, such as the Symphonic Game Music Concert tour North America, the United States, and Asia performing symphonic versions of video game songs, particularly the Final Fantasy series, the Metal Gear series, and Nintendo themed music, such as the Mario & Zelda Big Band Live Concert. In Japan, Dragon Quest symphonic concerts are performed yearly, ever since their debut in 1987.
Video game and film crossovers[edit]
Films based on video games[edit]
As video games often have settings, characters, and plots, they have often become the basis for Hollywood movies. The first movie based upon a video game was consistently denounced by critics. It was 1993's Super Mario Bros., which featured John Leguizamo and Dennis Hopper. Most film adaptions of other video games have been rated unfavorably as well, and the adaptions often fail at the box office too. 2001's Lara Croft: Tomb Raider was successful at the box office, despite poor reviews ($274,703,340 USD gross revenue). Director Uwe Boll has become well known for his film adaptions of video games, notorious for being poorly reviewed box office flops. This was the case with BloodRayne which was reviewed terribly by critics and only grossed $3,650,275 USD, a fraction of its $25 million budget. The contributing factors to the unsuccessful transition from home television to theatre screens are attributed to: a dramatic re-envisioning of the video game that provides a disconnect from the game's plot, the game itself lacking a plot rich enough to provide a decent script (particularly with versus fighting games), a substantially altered plot to make the movie more "mainstream" (Doom), and an emphasis on using celebrity actors over actors that would fit the part.[citation needed]
Examples: Street Fighter, Mortal Kombat, BloodRayne, Doom, House of the Dead, Alone in the Dark, Resident Evil, Silent Hill, Tomb Raider
Movies about video games[edit]
Hollywood has also created films that are about video games themselves. In the 1982 film WarGames, a computer mistakes a fictional computer game called Global ThermoNuclear War for reality. Also in 1982, Tron featured a programmer who was transported into a computer and had to directly take part in the games he had created. In the 1984 film, The Last Starfighter, a stand-up arcade video game is used as a test to find those "with the gift", who are recruited to pilot actual Starfighter spacecraft in the conflict between the Rylan Star League and the Ko-Dan Empire. 1989's The Wizard, starring Fred Savage is the first film about a real video game. The plot revolves around about adolescents who compete at games for the Nintendo Entertainment System. The film was also a first look at the mega-hit Super Mario Bros. 3. The main character from 2006's Grandma's Boy was a game tester who developed his own game on the side. The film made multiple references to video game culture and featured the game Demonik, which was cancelled by its publisher shortly after the film's release. The most current[when?] example of a film of this type is 2006's Stay Alive, a horror film about a next-generation video game that is so realistic that it kills its players in the same way their avatars were killed. Released in 2012, Wreck-It Ralph is also about the gaming world inside an arcade.
Interactive movies[edit]
Interactive movies as a computer and video game genre was the result of the multimedia expansion of computers and video game consoles in the mid-1990s, primarily because of the increased capacity offered by the laserdisc format. Interactive movies started out on arcade machines in 1983, but quickly expanded to computers and video game consoles such as the Sega CD, the Phillips CD-i and the Panasonic 3DO. The games are characterized by more emphasis on cinematic sequences, using full-motion video and voice acting. Interactive movie games have been made in a number of genres, including adventure games, rail shooters, and role-playing games.
The first interactive movie game was Dragon's Lair, originally released in the arcades in 1983, making it the first game to use a laserdisc and animation by Don Bluth, a man who worked for Disney on features like Robin Hood, The Rescuers, and Pete's Dragon, but later worked for other film companies like United Artists (All Dogs Go to Heaven) and Universal Studios (The Land Before Time). In Dragon's Lair, you control the actions of a daring knight named Dirk, to save a princess from an evil dragon, hence the name of the game. Since the dawn of this exact game, more and more companies were influenced by the technology used, and decided to make their own interactive movie games for arcades and consoles.
The birth of the 'interactive movie' genre was studded with unimpressive flops, though the genre later came into its own; at the time, video-capture technology was still in its infancy, with short (and often grainy and low-quality) video segments being the norm for games of any length.
Notable examples – Xenosaga, Bioforge, Night Trap, Sewer Shark, Under a Killing Moon, Rebel Assault, Dragon's Lair, Space Ace, Heavy Rain
Video game and traditional media forms[edit]
With the rapid convergence of all media types into a digital form, video games are also beginning to affect, and be affected by traditional media forms.
In the history, the Television engineer Ralph Baer, who conceived the idea of an interactive television while building a television set from scratch created the first video game. Video games are now also being exploited by pay-TV companies which allow you to simply attach your computer or console to the television cable system and you can simply download the latest game.
Games act in television, with the player choosing to enter the artificial world. The constructed meanings in video games are more influential than those of traditional media forms. The reason is that 'games interact with the audience in a dialogue of emotion, action, and reaction'.[38] The interactivity means this occurs to a depth that is not possible in the traditional media forms.
Computer games have developed in parallel to both the video game and the arcade video game. The personal computer and the new console machines such as the Dreamcast, Nintendo GameCube, PlayStation 2 and Xbox offered a new dimension to game playing. They have now largely been replaced by the Xbox 360, Wii and, the PlayStation 3.
Games are the first new computer-based media form to socialize a generation of youth in a way that traditional media forms have in the past. Therefore, the 'MTV generation' has been overtaken by the 'Nintendo generation';[39] however, some refer to the current generation as the 'iPod Generation'.
Because they straddle the technologies of television and computers, electronic games are a channel through which we can investigate the various impacts of new media and the technologies of convergence.[40]
Interactive engagement between players and digital games[edit]
Digital game is a new form of media where users interact and highly engage with. Terry Flew[3] said unlike 'lean-back' type of media such as television, film and books, digital games place users into a productive relationship. In other word, a user is engaged to have relationship where he or she serves to create own text every time when engaged. Digital games are normally lacking in the elements of narrative. In games, rather than focusing it on character development or plot, usually setting is the narrative. For example, games with no plot or characters such as Tetris and Pong could keep players engaged for hours where narrative is not the most important aspect of game. Furthermore, digital games place players into a position where they have power to control. Players have power because they are the actor in the game. Again, Flew (2005)[3] wrote 'the engagement comes because the player is the performer, and the game evaluates the performance and adapts to it'. Emergent games are becoming a popular style of game as they offer environment and sets of rules where players' destiny can branch in endless and various unexpected directions, occurring from the players' own decisions. Players as users of these new forms of media, not only ingest narrative but also can more freely interact and engage in ways where they can actually create their own text.
See also[edit]
- Gamer
- Gamers Outreach Foundation
- List of books about video games
- List of novels based on video games
- PC Master Race
- Video game controversy
- Video game journalism
- Terry Flew
- ^ a b c ESA report on the sales, demographics and usage data of the industry. (PDF).
- ^ Jupiter Media gamer age study – press release[dead link]
- ^ a b c d e f g h i j Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" Oxford University Press
- ^ Irvine, Martha (September 16, 2008). "Survey:97 Percent of Children Play Video Games". Huffington Post. Retrieved 17 November 2013.
- ^ a b Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: An Introduction (2nd edn), Oxford University Press, South Melbourne 101–114
- ^ a b Shapiro, A, 1999, 'Masters of Our Own Domains: Personalisation of Experience' in 'The Control Revolution', Public Affairs, New York, pp. 44–51.
- ^ Parthan, Vimal (November 4, 2011). "Cloud Computing has Arrived". Retrieved November 5, 2011.
- ^ a b Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an Introduction (second edition), Oxford University Press, South Melbourne 101–114.
- ^ Castells, Manuel (2001), "The Internet Galaxy", Oxford University Press, Oxford pp. 9–35
- ^ a b c d Marshall, D in Turner, G & Cunningham, S, 2006, 'The Media & Communications in Australia' in 'Computer Games', Allen & Unwin, Sydney, pp. 279–300.
- ^ Gosney, J.W, 2005, Beyond Reality: A Guide to Alternate Reality Gaming, Thomson Course Technology, Boston.
- ^ a b Geser, H, 2007, "A very real Virtual Society. Some macrosociological reflections on 'Second Life'" in 'Sociology in Switzerland: Towards Cybersociety and Vireal Social Relations', viewed August 20, 2008, pp. 1–24.
- ^ Bray, DA & Konsynski, BR, 2007, 'Virtual Worlds, Virtual Economies, Virtual Institutions', viewed August 20, 2008, pp. 1–27.
- ^ Morris, S. (2002). 'First-Person Shooters – A Game Apparatus'. In G. King & T. Kryzwinska. London: Wallflower Press. pp. 81–97.
- ^ Mäyrä, F. (2008). An Introduction to Game Studies. London: Sage Publications.
- ^ Cronin, J.; M. McCarthy (2011). "Fast Food and Fast Games: An ethnographic exploration of food consumption complexity among the videogames subculture". British Food Journal 113 (6).
- ^ "Gamer Chow!". Retrieved April 17, 2011.
- ^ a b c 2Flew, Terry and Humphreys, S 2005 "Games" Technology, Industry, Culture" in Terry Flew, New Media: an introduction(second edition), Oxford University Press, South Melbourn 101–114.
- ^ a b Flew, T (2005). New Media: an Introduction (second edition). Blackwell, Oxford. pg113
- ^ Foxnews2006
- ^ 3Green,L2001 Technoculture, Allen&Unwin, Crows Nest, pp. 1–20.
- ^ Daum 카페. Cafe.daum.net.
- ^ 네이버 :: 지식iN. Kin.naver.com. Retrieved on 2012-09-26.
- ^ The Guardian on Anita Sarkeesian and Zoe Quinn, et al.
- ^ An overview of the GamerGate controversy two weeks on.
- ^ Growth pains of a medium.
- ^ Forbes overview.
- ^ Business Insider coverage
- ^ Video game culture war
- ^ "Ex-MTV boss targets games TV". Market for Home Computing and Video Games. 7 August 2009.
- ^ a b Daniel Robson (February 29, 2008). "YMCK takes 'chiptune' revolution major". The Japan Times. Retrieved 2011-06-11.
- ^ The Wire (221–226), 2002, p. 44, retrieved 2011-05-25
- ^ David Toop (2000). Rap attack 3: African rap to global hip hop, Issue 3 (3rd ed.). Serpent's Tail. p. 129. ISBN 1-85242-627-6. Retrieved 2011-06-06.
- ^ Stout, Andrew (June 24, 2011). "Yellow Magic Orchestra on Kraftwerk and How to Write a Melody During a Cultural Revolution". SF Weekly. Retrieved June 30, 2011.
- ^ "Electro". Allmusic. Retrieved 2011-05-25.
- ^ "Popular Computing". McGraw-Hill. 1982: Volume 2. Retrieved August 14, 2010. "Pac-Man Fever went gold almost instantly with 1 million records sold."
- ^ Carlo Savorelli. "Xevious". Hardcore Gaming 101. p. 2. Retrieved 2011-06-11.
- ^ Video games researcher Vincent O' Donnell.1997.
- ^ Stewart, C and Lavelle, M (eds), 2004, Media and Meaning: An Introduction, BFI Publishing, UK. p. 119.
- ^ Marshall, P.D. 2002, Video and Computer Gaming, in Cuningham, and Turner, (eds).,The Media and Communication in Australia (Second Edition), Allen&Unwin, Crows Nest. pp. 273.
- Adrienne Shaw (May 2010). "What Is Video Game Culture? Cultural Studies and Game Studies". Games and Culture. doi:10.1177/1555412009360414.


text:
HANNIBAL, Mo. (WGEM) -- Another North Central Missouri Conference meet and another title for the Hannibal boys track team.
Monday's dominance in Kirksville marked the Pirates sixth consecutive NCMC championship.
Mark St. Clair's squad sprinted out of the gates crossing the finish line first in three of the four relays. Individually, Markell Strickland won both hurdle events while Trevor Stratton was victorious in the 200 meter dash, and Jahwaun Cassidy finished third, and Carl Emmerson captured the 400 meter title.
Hannibal's version of the 'Fearsome Foursome' has made this season one to remember in America's Hometown.
"I'm really proud of my team," Cassidy said.
"They've really helped me to excel better. Everyone wants to be the number one guy and it's all close between us all, and I like that."
Stratton says success has come from long days and nights on the track.
"It's just been great to see how hard people have pushed themselves through the years, and so many people are getting so good at sprints. It just amazes me," Stratton explained.
"Getting a chance to watch these younger kids, and helping them improve, is so fun."
According to Emmerson, "We're a very good team. A lot of kids are going to make it to the next level. It's good to be with a whole bunch of athletes and to be able to push each other."
As quickly as the Pirates raced to another conference championship there's little time to celebrate with preparations in full force for Saturday's district meet.
Different this season is their move to Class 4 meaning they'll face the best of the best in Missouri.
And that's just fine with Strickland.
"I told myself and the others that during this week of practice we've got to take it really seriously now that (districts are) coming along," Strickland noted.
"We went up to (Class 4), our district and sectional changed, and we have better competition this year."
Stratton added: "It's really nerve racking. We've got butterflies in our stomach but we know other teams are out here pushing themselves too. We just have to keep going at it and keep getting better and better every day."
Hannibal is one of 12 teams heading to Troy for this weekend's district meet. For the Pirates who qualify the sectional meet is the following weekend at Parkway North.
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text: Cell phones and driving By emccarty May 18, 2011 8:27 AM Share on Facebook Share on Twitter Photo by Ian Waldie/Getty Images Category: Share on Facebook Share on Twitter More Leave a comment Send to a friend! Print this page Pin it! Reddit This! Share on Tumblr! More from 710 KEEL Attack Near LSU-Shreveport Campus Has Police and Residents on Alert Vote in the 710 KEEL Shreveport Mayoral Poll Shreveport's Morris Claiborne Out for the Year – Goes On Cowboys Injured Reserve Why It's Nearly Impossible For Ebola To Spread In the USA Best of the Web


text:
Ms. Conway is the senior program manager for the Inova Research Center (IRC) Business Office. In this capacity, she prepares monthly financial reports for each research spoke and participates in routine business office activities. In the past, Ms. Conway also managed development of decentralized research budgets for research spokes.
Prior to coming to IRC, Ms. Conway was the Business Manager and Corporate Contract Administrator for Inova Cardiac Services. In this role, she was responsible for full range of material management activities, including department meetings, development of supply budgets, contract analysis and negotiation for supply and capital purchases/leases.
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text:
Police ID drug suspectJuly 17,2013Police have identified a man they say refused to provide his real name following a drug bust in Clarendon.
Johnathan Gonzalez, 22, from Brooklyn, N.Y., had been identified in court records as "John Doe" at his arraignment on heroin possession chargesMonday in Rutland criminal court.
Police issued a press release earlier Tuesday morning providing the suspect's real name. The release does not state how police obtained the information. Police said Gonzalez previously identified himself as Jose Munez, 15, and Jose Morales, 16, both of Brooklyn, N.Y.
Gonzalez was one of four suspects arrested in a heroin bust Sunday in Clarendon. Two other suspects were also arraigned Monday and a third has been released on a citation to appear in court at a later date.
Gonzalez is currently held at the Rutland jail for lack of $50,000 bail.MORE IN This Just InThe Associated Press Full StoryThe Associated Press Full StoryStaff Report Full Story
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text:
New & Noteworthy Books
New & Forthcoming Books from
Independent &
University Presses
See full list of noteworthy books by category below
Posted on May 12, 2011
30 Under 30
An Anthology of Innovative Fiction by Younger Writers
Ed. Blake Butler, Lily Hoang
Starcherone Books, June 2011
Paperback: 304pp; $20.00
From the press release: "30 Under 30 gives readers a superb introduction to authors and forms that show the future of fiction."
The Cold War
Poetry by Kathleen Ossip
Sarabande Books, May 2011
Paperback: 80pp; $14.95
From the back cover: "The Cold War is jagged and thought-provoking. It questions the origins and premises of contemporary American culture."
A Complete Encyclopedia of
Different Types of People
Poetry by Gabe Foreman
Coach House Books, 2011
Paperback: 96pp; $17.95 CAD
From the press release: "Turn your stereotypes into verse with Gabe Foreman's debut poetry collection—a handy guide that's both hilarious and heartbreaking."
Cool Limbo
Poetry by Michael Montlack
NYQ Books, May 2011
Paperback: 120pp; $14.95
From the press release: "Cool Limbo is a series of dazzling portraits that are accessible yet complex, hilarious yet poignant, down-to-earth yet ethereal."
Dreams of Molly
Fiction by Jonathan Baumbach
Dzanc Books, May 2011
Paperback: 144pp; $15.95
Joseph McElroy writes, "A knock at the door of memory, and everything answers, all the more we didn't know we really did want to know. A beautiful book."
An Empty Room
Fiction by Mu Xin
Translated from the Chinese by Toming Jun Liu
New Directions Books, May 2011
Paperback: 160pp; $13.95
The first book by the celebrated Chinese writer Mu Xin to appear in English.
Fiction by Sam Savage
Coffee House Press, September 2011
Paperback: 210pp; $15.00
"From the author of the bestselling, award-winning Firmin, comes the neurotic account of one widow's tumultuous past."
Here Lies Lalo
The Collected Poems of Abelardo Delgado
Poetry by Abelardo Delgado
Arte Publico Press, April 2011
Paperback: 224pp; $19.95
From the press release: "Called 'the grandfather of Chicano literature' in his 2004 obituary in the New York Times, Abelardo 'Lalo' Delgado used his words to fight for justice and equal opportunity for people of Mexican descent living in the United States."
Kiss Me, Stranger
Fiction by Ron Tanner
Ig Publishing, 2011
Paperback: 176pp; $14.95
"Featuring over fifty illustrations by the author, Kiss Me, Stranger is a comical and tragic commentary on war, violence, and consumerism."
The Language of Shedding Skin
Poetry by Niki Herd
Main Street Rag Publishing Company, 2011
Paperback: 80pp; $14.00
Randall Horton writes, "Say the name Gwendolyn Brooks. Say Audre Lorde. Say Lucille Clifton. Niki Herd is basking in their echo."
Left Glove
Drama by Mac Wellman
Solid Objects, May 2011
Paperback: 56pp; $12.00
"From three-time Obie Award-winner Mac Wellman comes this complex and provocative play about two simple events."
Next Analog Broadcast
Poetry by Charly Fasano
Sunnyoutside, July 2011
Paperback: 56pp; $13.00
From the press release: "Next Analog Broadcast is the story of the human condition in a lonely and ever-changing digital culture that extends the assumption that ultra-reality and clarity is the only way to document life experiences and share information."
Poetry by Jen Benka
Hanging Loose Press, May 2011
Paperback: 60pp; $18.00
Kevin Killian writes, "Into the combine of Pinko, Benka places some of her loveliest writing, to create a fresh, optimistic and instructional book."
Fiction by Kirsten Kaschock
Coffee House Press, October 2011
Paperback: 330pp; $16.00
From the press release: "Featured in the Wall Street Journal as one of the most anticipated debuts to emerge from a smaller press, Sleight takes the tension between the visual and the written, the embodied and the witnessed, and while inventing an art form of its own, has also renovated another: the novel as sublime artistry."
This New & Poisonous Air
Fiction by Adam McOmber
BOA Editions, June 2011
Paperback: 180pp; $14.00
From the press release: "The stories collected in This New and Poisonous Air are visions of history that blend the fantastic and the macabre to create uncanny realms of genre."
Poetry by Michael Palmer
New Directions Books, May 2011
Paperback: 96pp; $15.95
Joshua Clover writes in the Village Voice, "The most influential avant-gardist working, and perhaps the greatest poet of his generation. His genius is for making the world strange again."
Poetry by Ron Rash
Hub City Press, October 2011
Paperback: 80pp; $14.95
Bob Hicok writes, "Ron Rash the poet is back and giving us poems that are both the river stones and the water making them shine."
What's This, Bombardier?
Poetry by Ryan Flaherty
Pleiades Press, 2011
Paperback: 62pp; $16.95
Selected by Alan Michael Parker for the Lena-Miles Wever Todd Prize.
New & Noteworthy Books
Full list of new & noteworthy books received
May 12, 2011
30 Under 30: An Anthology of Innovative Fiction by Younger Writers, Ed. Blake Butler, Lily Hoang, Starcherone Books
Encyclopedia Volume II F-K, Ed. By Tisa Bryant, Miranda Mellis and Kate Schatz, The Encyclopedia Project
Children's/YA Fiction
Stinky Kids and the Runaway Scissors, Britt Menzies, Raven Tree Press
The Adventures of Marco Flamingo in the Jungle, Sheila Jarkins, Raven Tree Press
Amazingly Wonderful Things, Marla J. Hohmeier, Raven Tree Press
Mr. Biggs in the City, Kevin Bloomfield, Raven Tree Press
The Park Our Town Built, Diane Gonzales Bertrand, Raven Tree Press
Left Glove, Mac Wellman, Solid Objects
The Beautiful One Has Come, Suzanne Kamata, Wyatt-MacKenzie Pub
The Book of Happenstance, Ingrid Winterbach, Open Letter
Dreams of Molly, Jonathan Baumbach, Dzanc Books
An Empty Room, Mu Xin, New Directions Books
Glass, Sam Savage, Coffee House Press
The Guinea Pigs, Ludvik Vaculik, Open Letter
In Caddis Wood, Mary Francois Rockcastle, Graywolf Press
The Jackets, Liz Dejesus, Arte Publico Press
Kiss Me, Stranger, Ron Tanner, Ig Publishing
The Monkey's Wedding and Other Stories, Joan Aiken, Small Beer Press
Mostly Redneck, Rusty Barnes, Sunnyoutside
On Hallowed Ground, A Willie Cuesta Mystery, John Lantigua, Arte Publico Press
Sleight, Kirsten Kaschock, Coffee House Press
This New & Poisonous Air, Adam McOmber, BOA Editions
The Frantic Force: Essays, Norman Ball, Petroglyph Books
Rethinking Popular Culture and Media, Ed. Elizabeth Marshall, Ozlem Sensoy, Rethinking Schools
Smoke Damage: Voices from the Front Lines of America's Tobacco Wars, Michael Schwalbe, Univ of Wisconsin Press
Writer in Residence: Memoir of a Literary Translator, Mark Spitzer, Univ of New Orleans Press
The City From Nome, James Grinwis, National Poetry Review
The Cold War, Kathleen Ossip, Sarabande Books
A Complete Encyclopedia of Different Types of People, Gabe Foreman, Coach House Books
Cool Limbo, Michael Montlack, NYQ Books
Field Work: Notes, Songs, Poems 1997-2010, David Hadbawnik, BlazeVOX [books]
Framed in Silence, Lynn Domina, Main Street Rag Pub Co
from unwritten histories, Eugenijus Alisanka, Host Publications
Here Lies Lalo: The Collected Poems of Abelardo Delgado, Abelardo Delgado, Arte Publico Press
Lines of Flight, Catherine Chandler, Able Muse Press
Match, Helen Guri, Coach House Books
The Memory of Water, Jack Myers, New Issues Poetry & Prose
Music for the Black Room, Sarah Maclay, Univ of Tampa Press
Naked Woman Listening at the Keyhole, Sophia Rivkin, Mayapple Press
Negro Marfil/Ivory Black, Myriam Moscona, Les Figues Press
Nevertheless, Wendy Videlock, Able Muse Press
Next Analog Broadcast, Charly Fasano, Sunnyoutside
Pinko, Jen Benka, Hanging Loose Press
Rip-Tooth, Dennis Hinrichsen, Univ of Tampa Press
Talking About Movies with Jesus, David Kirby, Louisiana State Univ Press
The Language of Shedding Skin, Niki Herd, Main Street Rag Pub Co
This Strange Land, Shara McCallum, Alice James Books
Thread, Michael Palmer, New Directions Books
Waking, Ron Rash, Hub City Press
West of Midnight: New and Selected Poems, Franz Douskey, NYQ Books
What's This, Bombardier?, Ryan Flaherty, Pleiades Press


text:
Mountain Hardwear: Men's Scree Gaiter
Out of Stock
Sorry but we are currently out of stock on this item. Feel free to call us at 1-800-499-8696 and we can try to find you an alternative item.
The Scree Gaiter from Mountain Hardwear is a highly breathable stretch fabric that has a high abrasion resistance. This is one gaitor that is easy to forget that it is there. The low profile fit protects where it needs to and doesn't go where it is not needed. This gaitor is ready for your adventures.
- Air-permeable stretch fabric with high abrasion resistance
- 3M duall lock with high-tenacity VHB adhesive
- Pull-on fit is low-profile and minimizes bulk
- Fits both trail-running shoes and hiking boots
- Side loops and shock chord can be used for added security in keeping the gaitor on
- Stay put lace hook
- High-visiblility tonal reflective print on at back of gaitor


text:
Industry Focus:General - Applicable to All
- Company Website: http://www.dilignet.com
Dilignet is committed to delivering industry-leading IT services to clients. We have a driven culture and believe our team's talent is unmatched in the Australian market. As such, what we deliver equates to an exceptional return on investment for our clients and a source of pride for us.
Dilignet has been awarded Gold Certification for Microsoft's Management and Virtualisation and Devices & Deployment products. Our people have a comprehensive technical understanding of:
- Windows Azure
- Office 365
- Windows 8.1 and the new Office
- Microsoft Private and Hybrid Cloud Solutions
- Microsoft Identity Solutions and Active Directory
- Windows Server 2012
- Windows Server 2008 R2
- Hyper-V,
- System Center 2012 suite, and
- Software Asset Management
This deep product knowledge underpins service delivery methods that we have honed over many years across an array of client industries and sizes. We take on the responsibility of supporting mission-critical systems and providing recommendations for future expansion to our clients with total confidence.
Dilignet is an ISO 9001 quality certified company.
Visit Dilignet's website to find out more.
Recent Reviews
- 5.0
Dilignet Services for the Department of Premier and Cabinet
Reviewed by:RonCullen Reviewed on:18/11/2012
- 5.0
Personalised Service
Reviewed by:AdamJones Reviewed on:18/11/2012
- 5.0
Dilignet Review
Reviewed by:DogLover2929 Reviewed on:18/11/2012
The views and opinions submitted and expressed here are not those of Microsoft.
Applications from this company
Professional Services Offered by this Company
Competencies & Certifications
- Microsoft Partner
- Gold Devices and Deployment
- Gold Management and Virtualization


text:
Stunt with the blunt.
By adding the Lib Tech T.Rice Pro C2-BTX HP Blunt Tip Snowboard to your bushel of boards, you are essentially replacing them all. Just like Travis himself, the T.Rice Pro dominates all types of terrain, whether it's a backcountry booter in BC, steep, scary spines in Alaska, or wide open Wyoming pow fields. Freestyle geometry allows you to destroy features both natural and man-made, and Horsepower construction gives it a quick, responsive feel that helps you conquer the gnarliest of slopes.
C2 BTX Power Banana technology features rocker between the bindings for a floaty and forgiving ride in powder, with camber zones extending from the bindings to the tip and tail to give it a more aggressive feel that provides edge hold on hard pack and pop off of jumps. A true twin shape and centered stance allows you to ride away switch more easily so you can stomp those big back 180s into fluffy landings and dial your in-run when you're setting up for cab 720s on park jumps. Magne-Traction edges are serrated to slice through ice likes it's fresh corduroy, making carving on bulletproof slopes child's play.
Travis also knows that as snowboarders we need to protect our planet in order to continue doing what we love, which is why the T.Rice Pro is made right here in America using environmentally-friendly materials. Basalt volcanic glass replaces fiberglass to reduce the amount of toxins created in the manufacturing process without sacrificing strength or response, the Bio Bean topsheet is made from castor beans instead of petroleum-based plastics, and the lightweight and strong Columbian Gold wood core comes from fast-growing, sustainably harvested trees so you're not contributing to the destruction of the rainforests.
- Rocker between bindings with camber towards tip and tail
- Horsepower basalt contruction
- True twin shape with centered stance
- Magne-Traction edges
- Columbian Gold wood core
- Sintered base
Share your thoughts
What do you think of the
Lib Technologies T.Rice Pro C2-BTX HP Blunt Tip Snowboard
? Share a...
Ride or Die! SO RIDE!!!!!!!
Matt Denney
Member since
- Familiarity: I've used it several times
This board is straight Legit! Rode it 5 days in a row @ Snoqualmie. Day 1 was more groomies and hard pack cause the snow had just started to dump. Handled so good w the magnatrack that lib tech is famous for!!! By day 5 and a few feet of snow later it was floating effortlessly above the pow!! Rode lots of back country. Super easy to throw back and fourth. Im a firm believer in you get what you pay for and I always get the most $$$$ gear but damn it awalys pays off in the long run!! YIIIIIII
Member since
- Familiarity: I've used it several times
This board crushes. Literally children scream, women hold their breaths, and you smash like T Rice himself. Light, responsive, edges don't slip, all round baller. I am riding it with some Rome Mob Bosses and lets just say I already forgot about my other boards. BEAST
Great board
Trevor Brown
Member since
- Familiarity: I've used it several times
I bought this board as a gift so this review is in their words!
The T.Rice pro is the best board I have ever had the chance to ride by far! I make every turn with complete confidence that I wont slip out on any ice and in any other condition. It is super stable at high speeds when I am bombing hills and stomps any landing that i throw at it. I am 5'11 on a good day and weigh 160 and I ride a 157 cm and In my opinion it is the perfect fit for me riding more of a all mountain style.
Worth Every Penny
The Masons Touch
Member since
- Familiarity: I've put it through the wringer
Since I have found Dogfunk I have had the opportunity to try out a few boards and have finally found the board that will do it all for me! I originally started out with a Forum Destroyer and found that like many rumors from the past they were very soft. I found myself constantly washing out and losing my edge on hard lines. This board will absolutely hold any line you throw at it. Now with that being said it is a VERY stiff board. I have had many times found that i am over riding my boards and that resulted in constantly washing out ending in some sort of epic rear end slide down the hill. This board holds its own and I would recommend it to anyone who is looking for a solid board.
As far as stats for comparison, I am 5 8 and own a masonry company so with a muscular build I weigh in at 230. This board takes everything I throw at it and holds it own!!
The setup I am running on it is obviously the T Rice sized out at a 161.5 with Rome Targa bindings and currently have the T Rice Boa boots on the way for tomorrow.


text:
More than a dozen members of the famed Tuskegee Airmen unit are to be honored at a ceremony in downtown Detroit.
The Detroit RiverFront Conservancy has arranged a special celebration Friday as part of the launch of its annual Detroit River Days Festival.
Fifteen former Tuskegee Airmen are expected to attend the event
at GM Plaza at the Renaissance Center.
A B-17 bomber from World War II is to depart from Willow Run
Airport and make three flyovers during the ceremony.
And a presentation is to be made by Mayor Dave Bing.
The Tuskegee Airmen were members of an African-American air
unit, the Tuskegee, Ala.-based 332nd Fighter Group. They served at
a time when the U.S. military practiced rigid racial segregation,
denying blacks most promotional opportunities.


text:
My 1-star Yelp review of the Barstow, CA Subway sandwich shop
My pal Terry and I were taking an impromptu road trip to the envelope museum in Bakersfield to take our minds off our failed marriages when we stopped into this Subway location because we had just watched "Happy Gilmore" on Terry's PSPVita and both of us were subbing fierce. The two of us had been to many Subway sandwich shops in multiple countries of the course of our rich lives, and never had we experienced such awful service.
We walked in the door and were immediately treated to loud animal yells over the radio. Some kid mopping up a puddle of Fanta told us it's the only station they get on the radio, which I know was a lie because after we left we tuned in to Mike Huckabee's folksy wit and wisdom on the AM dial. One of the sandwich artists, "Kanye," was wearing sunglasses and dancing to the awful animal noises. The other was very obviously two children in a large overcoat pretending to be an adult. Terry ordered two twelve inch meatball subs while I tried communicate over the screams that I wanted an egg sub. I told Kanye I didn't want anything else on it, but he whispered "YOLO dude" and smirked at me then put handful after handful of olives on my sub. When I complained to the manager, the manager said "you boys must not be from around here" and forced us to pay for the ruined subs and eat them. He also stole Terry's GOURMET mustard he bought in Branson, MO and threw it in the trash and said we had to eat the awful Subway-brand mustard. He dumped the Subway mustard all over our subs and said we couldn't leave until we ate the whole thing. He stood over our table with his arms crossed making disrespectful remarks like "eat it up" and "yum yum so good." I told Terry we shouldn't give him the satisfaction of seeing us cry, but that advice was too hard to live by. After we were done we hightailed it on out of there.
I don't know what these other reviewers are talking about, but there are no "good times and lots of smiles" to be had at this awful Subway. It took literally hours of hugging to soothe our shaken nerves. My advice to the hungry traveler: if you want a great sub then get out of the "way" of this store and instead head over to the United States post office on Buenaventura Avenue, which has delicious pastrami sandwiches and two for one margaritas on Tuesdays.


text:
Surprising to many, Canada is the No. 1 oil exporter to the United States. Increasingly, these supplies come from Canada's oil sands in northern Alberta. That province's estimated oil sands deposits are in excess of 1.7 trillion barrels of crude bitumen. More than $91 billion has been invested in the oil sands in recent years and over $170 billion in oil sands-related projects. Venezuela and California are also heavy oil producers.
Keystone XL national interest comments deadline approaches
Mar 6, 2014
Groups on both sides said support has grown for their positions as the US Department of State's Mar. 7 deadline approached for comments on whether the proposed Keystone XL crude oil pipeline is in the nation's best interest.
CAPP: Emissions monitoring continues in Alberta oil sands
Mar 4, 2014
Alberta's oil sands producers have monitored emissions for potential public health impacts with the province's government for some time, the Canadian Association of Petroleum Producers said.
Williams Partners to buy Canadian assets from Williams for $1.2 billion
Feb 27, 2014
Williams Partners LP, Tulsa, has agreed to acquire Williams Cos. Inc.'s Alberta operations for $1.2 billion. The transaction is expected to close Feb. 28. Williams currently owns 64% of Williams Partners, including general partner interest.
Grizzly Oil Sands begins SAGD production at Algar Lake
Feb 27, 2014
Grizzly Oil Sands ULC, Calgary, has begun steam injection at its Algar Lake project in Alberta. The company said oil production "is evident in steam circulation fluids."
IHS: Canada's oil sands an economic boon for jobs
Feb 17, 2014
Oil sands production is responsible for significantly boosting Canada's jobs, economic growth, and government revenue, according to IHS CERA Oil Sands Dialogue study, "Oil Sands Economic Benefits: Today and in the Future."
IHS: Canada's oil sands an economic boon for jobs
Feb 11, 2014
Oil sands production is responsible for significantly boosting Canada's jobs, economic growth, and government revenue, according to IHS CERA Oil Sands Dialogue study, "Oil Sands Economic Benefits: Today and in the Future."
Statoil, PTTEP to divide oil sands stakes
Jan 30, 2014
Statoil AS and PTT Exploration & Production (PTTEP) of Thailand have agreed to divide their interests in the multiarea Kai Kos Dehseh (KKD) oil sands project about 120 km south of Fort McMurray, Alta.
Suncor reports oil sands employee fatality
Jan 23, 2014
Suncor Energy Inc. reported a fatality occurred Jan. 19 at its oil sands site after an employee was unable to be located earlier in the day.
Watching Government: In Alberta, they're talking
Nov 18, 2013
To better appreciate what's going on at Alberta's oil sands, it's necessary to actually go there.
Protest events seen as 'new normal' for Keystone XL opponents
Nov 4, 2013
Proponents of the proposed Keystone XL crude oil pipeline said opponents' increasingly frequent protest events represent a "new normal" in efforts to keep the pipeline from Alberta's oil sands to US Gulf Coast refineries from being built.
Suncor resumes Canadian oil sands operations
Oct 22, 2013
Suncor Energy Inc. has resumed normal operations at its oil sands and in situ facilities after slowing them on Oct. 17 following a third-party supplier disruption of natural gas affecting the Wood Buffalo region of northeast Alberta, the company reported late on Oct. 18.
Sunshine, Renergy finalize Muskwa-Godin oil sands pact
Oct 22, 2013
Sunshine Oilsands Ltd., Calgary, has signed the previously announced joint operating agreement with Renergy Petroleum (Canada) Co. Ltd., an affiliate of Changjiang Investment Group Co. Ltd. of Hong Kong, with respect to Sunshine's Muskwa and Godin area leases in Alberta's Athabasca oil sands area.
Two layers of cost
Oct 21, 2013
Americans curious about the costs of misguided energy policy should watch Europe, where governments aggressively promote energy from the sun, wind, and biomaterial.
Canadian Natural Resources advances Horizon Oil Sands project
Oct 18, 2013
Canadian Natural Resources Ltd. said it completed several milestones at its Horizon Oil Sands project in northern Alberta in the third quarter, en route to production of 250,000 b/d of synthetic crude oil by 2017.
Athabasca Oil names Broen chief operating officer
Oct 14, 2013
Athabasca Oil Corp., Calgary, has named Rob Broen to the newly created position of chief operating officer in charge of light oil and thermal oil operations and all technical functions.
Duty of Care
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text:
The School of Theology's scholarship program is administered by the Financial Aid and Awards Committee for all accepted and enrolled students. A variety of funding sources are utilized for student scholarships. Scholarships are awarded based on total number of registered class hours. The School of Theology does not coordinate direct student loans.
It is important to note that while most students will receive some scholarship assistance, many seminary students meet a portion of their educational and living expenses through part-time employment in a church or other work secured within the local community. More detail is provided in the Scholarship and Financial Aid Information and Scholarship Request Form, both PDF documents.
All applications for direct student loans and/or loan deferments are processed by the Anderson University Office of Student Financial Services. Applications for scholarship assistance may be obtained through the School of Theology's Office of Student Development. A complete listing of policies may also be obtained from this office.
Students needing financial assistance beyond scholarships must complete the Free Application for Federal Student Aid (FAFSA).
International Students must meet the requirements of admission and be an accepted student before any scholarship awards are determined. International students should carefully read the Admissions Requirements for Students Educated Outside of the United States for additional information.
Applications for direct student loans may be secured from the Anderson University Office of Student Financial Services. Financial aid will not be awarded to students with "incompletes" remaining on their records four months after the final day of an academic term.
Residential and Online Scholarship Assistance for the Fall Semester 2014-15 Academic Year:
Note: Direct Scholarship Assistance is determined annually based on available funds. This matrix is for the fall 2014-15 only and is not a guarantee of future scholarship assistance or amounts.
*Tuition for the 2014-15 Academic Year is $543 per semester hour.
Residential students receive the following direct scholarship amounts for Fall 2014-15:
|Registered Semester Hours
|Tuition Cost*
|Scholarship Award
|12-16 (full time)
|$4,887 to $5,973
|$3,258 to $4,344
Online students receive the following direct scholarship amounts for Fall 2014-15:
|Registered Semester Hours
|Tuition Cost
|Scholarship Award
|9 (maximum hours possible; full time)
|6 (recommended hours)


text:
"D.C. girls are straight to the point. Politics, politics, politics, and more politics."
- Ryan Lochte, in the pilot for his new E! reality show "What Would Ryan Lochte Do?"
The Olympic swimmer filmed a segment for the show (which premieres April 21) while visiting D.C. in February to speak on behalf of the nonprofit Parent Project Muscular Dystrophy. On the show, Lochte reveals some angst over whether he can represent the cause without appearing dumb. Such conundrums appear to be the basis of the show, according to reports.


text:
It looks like Jacob the Jeweler is still making noise. According to the Colette Team Tumblr, Jacob. & Co. has teamed up with none other than ...Read More
- Rappers Who Had Seizures
- Kanye West And The Media Just Can't Get Along
- Hip-Hop Chimes In On The Ray Rice Saga
- Best Hip-Hop Instagrams Of The Day
- 8 Rappers Taking Pictures With Another Rapper's Kid
- Hip-Hop Reacts To The Death Of Joan Rivers
- 18 Of The Worst Rapper Mugshots
- 6 Embarrassing Things Rappers Have Done On TV
- 9 Rappers Who Are Ending The Summer With A Bang
- Everyone On Twitter Thinks G-Unit's New EP Is Hot
- 5 Rappers' Tour Buses Raided By Police
- Best Hip-Hop Instagrams Of The Day
- Rappers Who Were On The Run From The Police
- 19 Of The Best Instagrams From The 2014 VMAs
- A Photo Recap Of Afropunk 14


text:
Jorgensen to teach local fishing secrets
By Soren Velice
Jim Jorgensen has a fish story or two hed like to share with local sport fishers.
Jorgensen, who has operated a charter service for 34 years, is conducting his salmonar for the 26th year. I not only enjoy fishing,,but sharing things with people, he said. Its fun sharing ideas with people and its fun listening to their ideas.
The six-session class meets on Mondays 7 to 9 p.m. at the high school starting March 26 to learn how to read charts, tie knots, outfit a boat and use different methods such as mooching, jigging and downrigger trolling. People have felt it was beneficial in catching fish, rigging up a boat, learning places to go and what tackle to buy, Jorgensen said. I cant say Ive had anyone say they wish they hadnt taken the class.
The class will also discuss different species, salmon habitat and political facets of salmon preservation. One session, led by local fisherman Steve Jones, will also focus on bottom fishing.
To reserve a spot, call Jorgensen at 332-6724. Cost is $70.


text:
Third-place finishers include Ivan Pineda in the 90-pound class, Francisco Duran in the 130-pound class and Kylie Nickolson in the boys bracket at 160-pounds.
The lone second-place finisher was Auroa Vela in the Girls Bracket at 145-pounds.
Creekside brought four to the championship finals where they all battled tough close matches and left victorious.
Tournament champions include Adrian Barrera at 70-pounds, Carson Stonebarger at 85-pounds, Michael Miller at 105-pounds, and David Valverde at 185-pounds. In the team standings, Creekside finished fifth, only 12 points behind tournament champions the Salida Wildcats.
"Overall, this was a great season for these kids," said Creekside Wrestling coach Bobby Pierce. "The team was made up of mostly rookies. They came out from day one working hard, striving to learn and eager to win. This showed more and more throughout the year as first time wrestlers began walking off the mat with their hand held high in victory. Even later on in the season, these kids began bringing home medals."
Pierce said it was sad the season came to a close, but is happy to have received such well-rounded individuals on his team.
"This was a great group of kids... They are well respected amongst the wrestling community," added Pierce. "Numerous coaches have come up to me throughout the year, complimenting these kids on their work ethic, intensity and great sportsmanship. I am look forward to working with these kids next year."
Unfortunately, some of these winning competitors will not be returning under Pierce's upon graduation, including Girls State medalist Auroa Vela, and three year wrestlers Cameron Fredrickson, Angel Halcon and David Valverde.
Pierce continues to wish them success in their future career.
Girls State
Creeksiders Auroa Vela at 145-pounds and Kylie Nickolson at 155-pounds extended their season to compete at Girls State held at Kezar Pavilion in San Francisco on March 29.
Auroa Vela had a tough battle making it to the semi-finals. In the semi-final match Auroa hyper-extended her right elbow and had to medically forfeit her remaining matches. Despite this setback, she was still able to place sixth among the competitors.
Earlier that day, Auroa beat the girls who eventually took third place.
"Not a bad day for Auroa at her first state tournament, but not exactly how she wanted to end her first day ever in San Francisco, leaving with her arm in a sling," said Coach Pierce.
Kylie's first state appearance also garnered positive attention. She stayed focused and wrestled hard every match. Kylie pinned her first opponent in 1:52. She later went on to the semi-finals where she lost to the eventual state champions. Kylie ended up in the consolation finals where she pinned her opponent in 2:57.
Contact the Patterson Irrigator at 892-6187 or email@example.com.