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Roll the Dice Gaming Fiction for Teens and Tweens
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Crusader
by 1950- Bloor, Edward
After a violent virtual-reality game arrives at the mall arcade where she works, fifteen-year-old Roberta finds the courage to search out the person who murdered her mother.
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Going bovine
by Libba Bray
Cameron Smith, a disaffected sixteen year-old who, after being diagnosed with Creutzfeld Jakob's (aka mad cow) disease, sets off on a road trip with a death-obsessed video gaming dwarf he meets in the hospital in an attempt to find a cure.
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Ender's game
by Orson Scott Card
Six-year-old Ender Wiggin and his fellow students at Battle School are being tested and trained to determine whether they possess the abilities to remake the world -- if the world survives an all-out war with an alien enemy.
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DupliKate
by Cherry Cheva
When she wakes up one morning to find her double in her room, seventeen-year-old Kate, already at wit's end with college applications, finals, and extracurricular activities, decides to put her to work.
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Ready player one
by Ernest Cline
Immersing himself in a mid-twenty-first-century technological virtual utopia to escape an ugly real world of famine, poverty, and disease, Wade Watts joins an increasingly violent effort to solve a series of puzzles by the virtual world's creator.
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The traitor game
by B. R. Collins
Fifteen-year-old Michael and his friend Francis both feel betrayed when someone at their private school learns of Evgard, a secret fantasy world they created together, but when a sadistic bully becomes involved in Michael's plan for revenge, the boys and Evgard itself face grave danger.
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Epic
by 1964- Kostick, Conor
On New Earth, a world based on a video role-playing game, fourteen-year-old Erik pursuades his friends to aid him in some unusual gambits in order to save Erik's father from exile and safeguard the futures of each of their families.
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Doomed
by Tracy Deebs
Pandora Walker unwittingly unleashes cyber Armageddon on her seventeenth birthday and must play a virtual reality game in order to save the world.
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For the win
by Cory Doctorow
In a future where poor children and teenagers work for corrupt bosses as gold farmers, finding valuable items inside massively-multiplayer online games, a small group of teenagers work to unionize and escape this near-slavery.
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Little brother
by Cory Doctorow
Computer hacker Marcus spends most of his time outwitting school surveillance, until the day that San Francisco is bombed by terrorists -- and he and his friends are arrested and brutally interrogated for days. When they release Marcus, the authorities threaten to come for him again if he breathes a word about his ordeal; meanwhile, America has become a police state where everyone is suspect. For Marcus, the only option left is to take down the power-crazed Department of Homeland Security with an underground online revolution. -- Description by Ellen Foreman.
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Z
by Michael Thomas Ford
In the year 2032, after a virus that turned people into zombies has been eradicated, Josh is invited to join an underground gaming society, where the gamers hunt zombies and the action is more dangerous than it seems.
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Geektastic
by Holly Black
Whether they're obsessing over pop culture, vying for the best grades, or hunching over a computer screen, nerds are passionate about their interests -- sometimes for better and other times for worse. Celebrate all things nerdy with this sometimes funny, sometimes thought-provoking collection of short stories from an array of bestselling YA authors (and probable nerds themselves), including John Green, M.T. Anderson, Garth Nix, and Cassandra Clare. -- Description by Rebecca Honeycutt.
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.hack//G.U..
by Tatsuya Hamazaki
In a massively multiplayer online game world, player-killer killer Haseo is on a quest to save Shino, whose real-life coma Haseo believes to have been caused by the game, but his mission becomes more difficult when he is mysteriously dropped back to level one.
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Into the wild nerd yonder
by 1975- Halpern, Julie
As her sophomore year begins, Jess knows she's growing apart from her best friends, Char and Bizza, a situation made much worse when Bizza goes poseur-punk in order to pursue Jess' long-time crush. When Jess, who loves math, sewing, and audiobooks, is invited to play Dungeons and Dragons by class nerd Dottie, she discovers that embracing life as a nerd isn't so bad -- especially when there's a cute boy involved who loves role-playing games, too. -- Description by Rebecca Honeycutt.
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Insignia
by S. J. Kincaid
Tom, a fourteen-year-old genius at virtual reality games, is recruited by the United States Military to begin training at the Pentagon Spire as a Combatant in World War III, controlling the mechanized drones that do the actual fighting off-planet.
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The Unidentified
by Rae Mariz
Schools of the future are taken over by corporations and housed in shopping malls. With no interest in being "branded" like the popular kids, whose every move is observed and tallied by advertisers as market research, nonconformist teen Katey "Kid" Dade looks for -- and finds -- others like her who want to buck the system. -- Description by Ellen Foreman.
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Gamer girl
by Mari Mancusi
Struggling to fit in after her parents' divorce sends her from Boston to her grandmother's house in the country, sixteen-year-old Maddy forms a manga club at school and falls in love through an online fantasy game.
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Erebos
by Ursula Poznanski
Nick Dunmore is receives a mysterious computer game as a gift. You can't buy it or download it from anywhere and it has strict codes for its players. When Nick is given a deadly mission by the game, his real life and the online world begin to blur.
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Only you can save mankind
by Terry Pratchett
Twelve-year-old Johnny endures tensions between his parents, watches television coverage of the Gulf War, and plays a computer game called Only You Can Save Mankind, in which he is increasingly drawn into the reality of the alien ScreeWee.
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A.D.D
by Douglas Rushkoff
The Adolescent Demo Division are the world's luckiest teen gamers. Raised from birth to test media, appear on reality TV and enjoy the fruits of corporate culture, the squad develop special abilities that make them the envy of the world – and a grave concern to their keepers. --Publisher description.
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The cardturner
by 1954- Sachar, Louis
Alton Richards doesn't have much going for him the summer after his junior year of high school and his parents insist he drive his wealthy, elderly uncle to his bridge club and be his cardturner. Alton soon finds himself intrigued by his uncle, by the game of bridge, and by pretty and shy Toni Castaneda. As the summer goes on, he tries to figure out the meaning of his life.
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Meanwhile
by Jason Shiga
In this choose-your-own adventure graphic novel, a boy stumbles on the laboratory of a mad scientist who asks him to choose between testing a mind-reading device, a time machine, and a doomsday machine.
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King of RPGs
by 1974- Thompson, Jason
Follows hardcore computer gamer Shesh Maccabee as he arrives for his freshman year at college banned by a court order from the computer gaming world and finds game master Theodore Dudek, who runs the role playing game, "Mages & Monsters.".
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Deadly pink
by Vivian Vande Velde
Fourteen-year-old Grace must find a way to get her older sister out of a princess-filled virtual reality RPG (role playing game)--before it is too late.
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Heir apparent
by Vivian Vande Velde
While playing a total immersion virtual reality game of kings and intrigue, fourteen-year-old Giannine learns that demonstrators have damaged the equipment to which she is connected, and she must win the game quickly or be damaged herself.
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The other normals
by 1981-2013 Vizzini, Ned
"A boy is sent to camp to become a man--but ends up on a fantastical journey that will change his life forever"--Provided by publisher.
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Level up
by Gene Luen Yang
Dennis, the son of Chinese immigrants, yearns to play video games like his friends and, upon his strict father's death, becomes obsessed with them but later, realizing how his father sacrificed for him, he chooses a nobler path.
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Extra lives
by 1974- Bissell, Tom
Millions of adults spend hours every week playing video games, and the industry itself now reliably out earns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming-but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell's descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. -- Description from Random House via TS3.
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The Legend of Zelda and philosophy
by 1980- Cuddy, Luke
"Chapters address philosophical aspects of the video game The Legend of Zelda and video game culture in general"--Provided by publisher.
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Cedar Mill Community Libraries 12505 NW Cornell Road Suite 13 Portland, Oregon 97229 503-644-0043library.cedarmill.org/
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