Staff Picks
Books For Your Fortnite, Overwatch, League of Legends Obsessed Teen
- Thomas M.
- Thursday, December 27, 2018
Collection
Check out some of the books below for great reads that will appeal to the young gamer in your life who can't get enough of digital life.
Ready Player One
A Novel
Published in 2011
"An exuberantly realized, exciting, and sweet-natured cyber-quest. Cline's imaginative and rollicking coming-of-age geek saga has a smash-hit vibe."--Booklist, starred review
The Leveller
Published in 2015
"Nixy Bauer, a sixteen-year-old self-made video-game bounty hunter, gets in over her head when she attempts to rescue a game developer's son from a virtual trap"-- Provided by publisher.
Cure for the Common Universe
Published in 2016
"Jaxon meets the girl of his dreams on the same day that his father ships him off to video game rehab. Now he must earn 1 million therapy points in a week, if he wants to be released from rehab in time for his date"-- Provided by publisher.
Warcross
Published in 2017
From #1 New York Times bestselling author Marie Lu—when a game called Warcross takes the world by storm, one girl hacks her way into its dangerous depths. For the millions who log in every day, Warcross isn't just a game—it's a way of life. The obsession started ten years ago and its fan base now spans the globe, some eager to escape from reality and others hoping to make a profit. Struggling to make ends meet, teenage hacker Emika Chen works as a bounty hunter, tracking down players who bet on the game illegally. But the bounty hunting world is a competitive one, and survival has not been easy. Needing to make some quick cash, Emika takes a risk and hacks into the opening game of the international Warcross Championships—only to accidentally glitch herself into the action and become an overnight sensation. Convinced she's going to be arrested, Emika is shocked when instead she gets a call from the game's creator, the elusive young billionaire Hideo Tanaka, with an irresistible offer. He needs a spy on the inside of this year's tournament in order to uncover a security problem . . . and he wants Emika for the job. With no time to lose, Emika's whisked off to Tokyo and thrust into a world of fame and fortune that she's only dreamed of. But soon her investigation uncovers a sinister plot, with major consequences for the entire Warcross empire. In this sci-fi thriller, #1 New York Times bestselling author Marie Lu conjures an immersive, exhilarating world where choosing who to trust may be the biggest gamble of all.
Warcross
Published in 2017
"When teenage coder Emika Chen hacks her way into the opening tournament of the Warcross Championships, she glitches herself into the game as well as a sinister plot with major consequences for the entire Warcross empire"-- Provided by publisher.
The End of Fun
Published in 2016
"Seventeen-year-old Aaron is hooked on FUN, a new augmented reality experience that is as addictive as it is FUN. But when he sets off on a treasure hunt, left by his late grandfather, Aaron must navigate the real world and discover what it means to connect--after the game is over"-- Provided by publisher.
The End of Fun
Published in 2016
Everyday Reality is a Drag|. FUNʼ-the latest in augmented reality-is fun but it's also frustrating, glitchy and dangerously addictive . Just when everyone else is getting on, seventeen-year-old Aaron O'Faolain wants off. But first, he has to complete his Application for Termination, and in order to do that he has to deal with his History-not to mention the present, including his grandfather's suicide and a series of clues that may (or may not) lead to buried treasure. As he attempts to unravel the mystery, Aaron is sidetracked again . . . and again. Shadowed by his virtual "best friend" Homie, Aaron struggles with love, loss, dog bites, werewolf pills, community theater, wild horses, wildfires and the fact (deep breath) that actual reality can sometimes surprise you. Sean McGinty's strikingly profound debut unearths a world that is eerily familiar, yet utterly original. Discover what it means to come to the end of fun.
I Am Princess X
Published in 2015
Years after writing stories about a superheroine character she created with a best friend who died in a tragic car accident, sixteen-year-old May is shocked to see stickers, patches, and graffiti images of the superheroine appearing around Seattle.
The Memory Wall
Published in 2016
There's a fine line between real life and video games in this engrossing novel that's part Kathryn Erskine's Mockingbird, part Patrick Ness's A Monster Calls. Severkin is an elf who slinks through the shadows of Wellhall's spiraling stone towers, plundering ancient ruins and slaying mystical monstrosities with ease. He's also a character in a video game--a character that twelve-year-old Nick Reeves plays when he needs a break from the real world. And lately, Nick has really needed a break. His mother had an "incident" at school last year, and her health has taken a turn for the worse. Nick is convinced his mother's illness has been misdiagnosed, but no one believes him. His only escape is the online world of Wellhall, where, as the elf character Severkin, he can face any problem. But when Nick finds himself fighting alongside another elf who reminds him of someone he knows in real life, his worlds begin to collide. . . .
Otherworld
Published in 2017
"After the newest set of virtual reality gear hits the market, Simon can't wait to test it out. But, when his friend Katherine suddenly disappears after being seen with men from the same gaming company, Simon must decide how far in the game he's willing to go to save her"-- Provided by publisher.
In Real Life
Published in 2014
Fifteen-year-old math prodigy Seth Gordon hopes to compete professionally playing Starfare, the world's most popular computer game, but when he gets the chance to move to Korea and train full-time, he may not be ready for the culture shock and leaving his possible girlfriend, Hannah.
The Evaporation of Sofi Snow
Published in 2017
Seventeen-year-old Sofi battles behind the scenes of Earth's Fantasy Fighting arena helping her younger brother, Shilo, but when a bomb destroys part of the arena, she dreams Shilo survives on the forbidden ice-planet.
Bluescreen
Published in 2016
"Los Angeles in 2050 is a city of open doors, as long as you have the right connections. That connection is a djinni--a smart device implanted right in a person's head. In a world where virtually everyone is online twenty-four hours a day, this connection is like oxygen--and a world like that presents plenty of opportunities for someone who knows how to manipulate it. Marisa Carneseca is one of those people. She might spend her days in Mirador, but she lives on the net--going to school, playing games, hanging out, or doing things of more questionable legality with her friends Sahara and Anja. And it's Anja who first gets her hands on Bluescreen--a virtual drug that plugs right into a person's djinni and delivers a massive, nonchemical, completely safe high. But in this city, when something sounds too good to be true, it usually is, and Mari and her friends soon find themselves in the middle of a conspiracy that is much bigger than they ever suspected."--Jacket