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Game World

ebook
5 of 5 copies available
5 of 5 copies available

Launching Akashic's Black Sheep YA imprint, an adventure novel in a video game turned reality, with giant spiders, malevolent hummingbirds, a not-quite-yellow-brick road, and preteen children learning how to be heroes!

"The Narnia for the Social Media Generation." —The Wall Street Journal

"Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip . . . Exhilarating, thought-provoking and one of a kind." —Kirkus Reviews

Part of Akashic's Black Sheep YA imprint.

Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life.

It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic.

In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds—Xamaica and Earth—are completely destroyed?

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  • Reviews

    • Publisher's Weekly

      December 2, 2013
      In this fanciful adventure, a group of children are drawn into a mystical realm by way of a popular video game, where they must battle dark forces to save the world. Dreadlocked sixth-grader Dylan and his wheelchair-bound best friend Eli are selected as two Game Changers—the best players of the online RPG “Xamaica.” After winning a tournament, they have the opportunity to visit the magical world that inspired the game. Accompanied by famous teenage adventurer Ines Mee, Dylan and Eli venture into an unpredictable and often hazardous land filled with strange creatures and dangers. As Dylan searches for his younger sister, Emma, who went missing after also entering Xamaica, he discovers a startling family secret. Adult author/Wall Street Journal editor Farley’s middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action. An overabundance of coincidences and logic gaps undermine the story’s strengths, which include a diverse and intriguing cast. Xamaica may bear no resemblance to actual video games, but the setting lends itself well to memorable imagery and a fun experience. Ages 8–12.

    • School Library Journal

      April 1, 2014

      Gr 5-8-A virtual game world called Xamaica becomes real for three Jamaican sixth graders, who embark upon a quest through a fantastical landscape laden with Caribbean mythology. Monsters, lush forests, giant talking spiders, morphing hummingbirds, ancient witches, plant people, and the overall obeah (magic) of Xamaica are vividly described, often employing the rule of three. For example, "The air smelled like parts of fish you don't eat, and garbage you forgot to take out, and armpits you had neglected to deodorize." Unfortunately, the elements of plot, character development, and pacing are not as strong. The plot fluctuates wildly, as characters' actions frequently contradict their motivations or they suddenly discover some game changer without any prior buildup. Scenes are unshaped and pile one upon the next without change in tone. On the plus side, here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color: an Afro-Caribbean boy, Hispanic-Caribbean boy who also is a wheelchair user, and a Korean girl. There may well be many readers whose drive to enjoy the novelty of this unique and vivid book will enable them to consider its flaws mere distractions.-Rhona Campbell, Georgetown Day School, Washington, DC

      Copyright 2014 School Library Journal, LLC Used with permission.

Formats

  • Kindle Book
  • OverDrive Read
  • EPUB ebook
Kindle restrictions

Languages

  • English

Levels

  • Lexile® Measure:710
  • Text Difficulty:3

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