Video Games in Books

Jessi

Do you love playing video games? Here are five books to read about teens who play too!

Don't Hate the Player by Alexis Nedd: By day, Emilia is a field hockey star with a popular boyfriend and a mother obsessed with her academic future. By night, she's kicking virtual butt as the only female member of a highly competitive eSports team. Emilia has mastered the art of keeping her two worlds thriving, which hinges on them staying completely separate. When a major eSports tournament comes to her city, Emilia is determined to prove herself to the male-dominated gaming community. Her perfectly balanced life is thrown for a loop when Jake, a member of a rival team, recognizes her. He's had a crush on Emilia since he met her at an arcade. Will the pressures from their teams, and their nongaming worlds, pull them apart?

Don't Read the Comments by Eric Smith: Divya Sharma is a queen. Or she is when she's playing Reclaim the Sun, the year's hottest online game. Divya'better known as popular streaming gamer D1V'regularly leads her #AngstArmada on quests through the game's vast and gorgeous virtual universe. But for Divya, this is more than just a game. Out in the real world, she's trading her rising-star status for sponsorships to help her struggling single mom pay the rent. Gaming is basically Aaron Jericho's entire life. Much to his mother's frustration, Aaron has zero interest in becoming a doctor like her, and spends his free time writing games for a local developer. At least he can escape into Reclaim the Sun'and with a trillion worlds to explore, disappearing should be easy. But to his surprise, he somehow ends up on the same remote planet as celebrity gamer D1V. At home, Divya and Aaron grapple with their problems alone, but in the game, they have each other to face infinite new worlds'and the growing legion of trolls populating them. Soon the virtual harassment seeps into reality when a group called the Vox Populi begin launching real-world doxxing campaigns, threatening Aaron's dreams and Divya's actual life. The online trolls think they can drive her out of the game, but everything and everyone Divya cares about is on the line' And she isn't going down without a fight.

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.

Slay by Brittney Morris: By day, seventeen-year-old Kiera Johnson is an honors student, a math tutor, and one of the only black kids at Jefferson Academy. But at home, she joins hundreds of thousands of black gamers who duel worldwide as Nubian personas in the secret multiplayer online role-playing card game, SLAY. No one knows Kiera is the game developer, not her friends, her family, not even her boyfriend, Malcolm, who believes video games are partially responsible for the "downfall of the black man." But when a teen in Kansas City is murdered over a dispute in the SLAY world, news of the game reaches mainstream media, and SLAY is labeled a racist, exclusionist, violent hub for thugs and criminals. Even worse, an anonymous troll infiltrates the game, threatening to sue Kiera for "anti-white discrimination." Driven to save the only world in which she can be herself, Kiera must preserve her secret identity and harness what it means to be unapologetically black in a world intimidated by blackness. But can she protect her game without losing herself in the process?

Walking in Two Worlds by Wab Kinew: Bugz is caught between two worlds. In the real world, she's a shy and self-conscious Indigenous teen who faces the stresses of teenage angst and life on the Rez. But in the virtual world, her alter ego is not just confident but dominant in a massive multiplayer video game universe. Feng is a teen boy who has been sent from China to live with his aunt, a doctor on the reserve, after his online activity suggests he may be developing extremist sympathies. Meeting each other in real life, as well as in the virtual world, Bugz and Feng immediately relate to each other as outsiders and as avid gamers. And as their connection is strengthened through their virtual adventures, they find that they have much in common in the real world, too: both must decide what to do in the face of temptations and pitfalls, and both must grapple with the impacts of family challenges and community trauma. But betrayal threatens everything Bugz has built in the virtual world, as well as her relationships in the real world, and it will take all her newfound strength to restore her friendship with Feng and reconcile the parallel aspects of her life: the traditional and the mainstream, the east and the west, the real and the virtual.

 

This blog post reflects the opinions of the author and does not necessarily represent the views of Brooklyn Public Library.

 

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