SKU: 48324094279

Stranger Things: Eleven

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Description

Stranger Things: ElevenOver the rustic wooden floor of an old house in the distorted and dark version of another reality, the young and brave girl with bare feet fights using all her mental powers, focusing her strength against a mighty, evil, and extremely cruel and relentless foe. Surrounded by tentacles and tendrils red as blood, extensions of the monster she is facing, Iron Studios proudly present their statue "Eleven Stranger Things Art Scale 1 10", with the hero

Over the rustic wooden floor of an old house in the distorted and dark version of another reality, the young and brave girl with bare feet fights using all her mental powers, focusing her strength against a mighty, evil, and extremely cruel and relentless foe.

Surrounded by tentacles and tendrils red as blood, extensions of the monster she is facing, Iron Studios proudly present their statue "Eleven - Stranger Things - Art Scale 1/10", with the hero protagonist of the show praised as one of the greatest successes of the Netflix streaming service.

Protagonist of the Stranger Things show, Eleven was taken from her mother when she was born in the 1970s by Doctor Martin Brenner, the research scientist director of a project with meta humans in a laboratory in the city of Hawkins. Gifted with superpowers, she was raised without contacting the outside world and forced to forfeit her childhood in order to do experiments with the purpose of espionage. With powers such of telekinesis and telepathy, she was used to spy the minds of the Soviet leaders during the Cold War. In the 80s, during an experiment, Eleven got scared with a faceless monster, and, with only a single month in her head, she open a dimension rift of access to the Upside Down, a dark parallel universe. She escaped the lab and was found by three friends, Mike, Dustin, and Lucas, that were searching for her missing friend, Will. Getting the nickname of El due to a tattoo of the number 11 in her forearm, she ended up joining forces and creating strong bonds with the boys to face the creature from the Upside Down, nicknamed by them as Demogorgon.

Created, written, and directed by the brothers Matt and Ross Duffer in 2016, and presented by the streaming service Netflix, Stranger Things is a show with elements of sci-fi, horror, and suspense, set in the 1980s, highly themed with cultural elements from that decade, such as the soundtrack and countless references to pop culture media. After its release, Stranger Things was praised by public and critics alike, guaranteeing 4 seasons and a 5th last one confirmed. One of the 10 best Netflix original shows, Stranger Things became a multimedia franchise, getting book adaptations, collectibles, games, and comic books, besides receiving many awards and nominations such as the Emmy Awards, Golden Globe, British Academy Television Award, among others.

Product Specifications
Material: Made in polystone - *(may contain parts in resin, polystone, PVC, metal and fabric)
Franchise: Stranger Things
Scale: 1/10
Brand: Iron Studios
Line: Art Scale

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SKU: 48324094279

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4.3 ★★★★★
Based on 13 reviews
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Verified Purchase
Mary Georgescu
Los Angeles, US
★★★★★ 5
A Must-Read for Anyone Building (or Rebuilding) a Community—from the Ground Up or Within a Studio
Format: Paperback
Mastering Community Management by Victoria Tran is easily one of the most approachable, grounded, and genuinely helpful books I’ve read on the subject. It’s not weighed down by corporate jargon or vague motivational fluff. Instead, it reads like a knowledgeable friend sitting beside you, walking you through what community actually is and what it isn’t. As a small indie developer trying to revitalize my own brand and reconnect with my community after a long absence, this book hit at exactly the right time. It gave me not only strategies, but the right questions to ask myself about the kind of experience I want to create. Too many resources focus on surface-level tactics—Victoria goes deeper. She invites you to reflect on your values, your voice, and your long-term goals, then gives you tools to act on them. One of the strongest aspects of this book is how clearly it distinguishes community management from marketing, social media, PR, and other often-blurred roles. If you’ve ever struggled to explain the value of community work to stakeholders or collaborators, this book gives you the language, examples, and frameworks to make your case with clarity and confidence. It’s also deeply aware of the wide range of contexts in which community work happens. Tran never assumes you're working with a massive team or unlimited resources. Whether you're part of a AAA studio, a two-person indie dev team, a hobbyist group, or something in between, the book respects those differences and offers flexible, practical guidance that can be scaled or remixed to fit your needs. The book is packed with real-world examples and thoughtful exercises that walk you through both practical strategies and big-picture thinking. You’re not just handed advice—you’re invited to work through your own approach using templates, prompts, and reflection activities that are grounded in real experience. Every chapter is dense with insights that are critical for new developers and also thought-provoking for those who’ve been in the industry a while. And while the book is focused on video game communities, its frameworks feel highly adaptable. As someone also working in the tabletop space, I found that many of the ideas translated beautifully—especially in a field where so much success is driven by small, tight-knit communities and word-of-mouth engagement. For those of us wearing multiple hats—dev, marketer, moderator, cheerleader—this is the kind of resource you’ll return to again and again. Whether you're just starting out or trying to rebuild trust and engagement, Mastering Community Management provides clarity and care in equal measure. It’s clear, it’s kind, and it’s deeply useful. Buy it for yourself, your team, and anyone who still thinks community is “just Discord.”
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Reviewed in the United States on July 26, 2025
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Verified Purchase
Lyndsay Bamberger
Houston, US
★★★★★ 5
Wonderful!
Format: Paperback
Great read
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Reviewed in the United States on September 20, 2025
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David Galindo
Natrona Heights, US
★★★★★ 5
Required reading for just about anyone!
Format: Paperback
Rare that we get a book that encompasses so much vital information about the games industry that can also be utilized across a number of fields, rarer still that we get to learn from one of the best in a funny, heartfelt and down to earth book that is a steal at any price. You will read this, and come back to this book, for the years to come.
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Reviewed in the United States on August 3, 2025
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Verified Purchase
BookReader
Massapequa, US
★★★★★ 5
Extremely practical guide to community management!
Format: Paperback, Format: Paperback
Victoria Tran’s Mastering Community Management is the book I wish I had when I was managing massive startup communities as an introvert. It validates the emotional labor behind the role and reframes community management as care, not chaos. Tran’s strategies are practical, but what makes the book powerful is her empathy. She shows that introverts’ strengths from listening deeply, noticing subtle shifts, valuing one‑on‑one connection, are essential to building healthy communities. Her emphasis on kindness and intentionality reminded me that the late nights, careful responses, and invisible scaffolding of trust truly matter. This book is both a guide and a comfort. It proves that introverts can thrive in community management, and it honors the humanity behind the work.
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Reviewed in the United States on November 16, 2025
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Verified Purchase
Danielle Baum
Charlottesville, US
★★★★★ 5
Favorite graphic novel of all time
Format: Paperback
Daisy Kutter used to be train robber. And she used to be partners (and perhaps more) with Tom. But those days are past as Tom is now the Sherif and Daisy is owner of local general store...and bored out of her mind. She can't acclimate herself to "normal" life like Tom can and one night trying to relive her boredom she loses the store in a poker game. Mr. Winters, who she lost the store to, has a proposition though: try to rob his train and test his new security robots. And he's willing to pay. But it appears that not everything is on the up and up. And Daisy and Tom are fighting to survive. Set in a steampunk version of the old west, where robots and humans live together, Kibuishi creates a masterful story that has a great deal of humor. You know that classic stoic character in the old west movies? That's Daisy. But instead of being played by some curmudgeonly old man, it's played by a young woman with a bit of humor to her, which is a nice change of pace. The relationship between Tom and Daisy is set up beautifully and it's easy to relate to them and understand where both of them are coming from. The artwork has some of the elegance and detail that can be found in Kibuishi's current series, , but in a bit simpler style. It's a completely black & white, but Kibuishi uses the gray tones effectively to create a lot of depth and energy to the characters. And with just a few simple lines Kibuishi gives us memorable characters that keep us coming back for more. I especially love the close ups of the characters eyes, particularly Daisy's. When those happen we get a real sense of who the character is and the emotion that they're feeling at the time. Like the title says, this is my favorite graphic novel of all time. It was the first one I ever picked up so yeah it hold some sentimental value, but the combination of a great story and great artwork make this a must read for anyone. My one complaint...no sequel (although there is a short story in Flight volume 6)!
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Reviewed in the United States on September 19, 2011

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