Gamer Girls: Gnat vs. Spyder


Book Description

Thirteen-year-old Natalie lives a double life. By day, she’s an average eighth grader at Golden Trails Middle. At night, she’s Gnat112, a streamer for her favorite video game, Alienlord. But when the new girl moves in next door, will Natalie's double life be revealed? Natalie has a secret. She's a gamer. By day, Natalie is an average eighth grade student. At night, she's Gnat112! Living a double life is hard . . . and keeping a secret from your friends is even harder. In this illustrated middle grade book (the first of an all-new series, Gamer Girls), Natalie and her three BFFs learn to navigate the gamer world together, one girl at a time. This series is a great read for gamers and gamer enthusiasts of all kinds. Plus, there's the occasional middle school drama . . . if only Natalie could battle math teachers like video game aliens!




Gamer Girls: Gnat Vs. Spyder


Book Description

Thirteen-year-old Natalie lives a double life. By day, she's an average eighth grader at Golden Trails Middle. At night, she's Gnat112, a streamer for her favorite video game, Alienlord. But when the new girl moves in next door, will Natalie's double life be revealed? Natalie has a secret. She's a gamer. By day, Natalie is an average eighth grade student. At night, she's Gnat112! Living a double life is hard . . . and keeping a secret from your friends is even harder. In this illustrated middle grade book (the first of an all-new series, Gamer Girls), Natalie and her three BFFs learn to navigate the gamer world together, one girl at a time. This series is a great read for gamers and gamer enthusiasts of all kinds. Plus, there's the occasional middle school drama . . . if only Natalie could battle math teachers like video game aliens!




Geek Girls Don't Cry


Book Description

From an entertainment writer, “an enjoyable read for anyone interested in pop culture, with particular relevance to those working to overcome struggles.” (Booklist) What does it mean for a woman to be strong—especially in a world where our conception of a “hero” is still so heavily influenced by male characters like Batman, Spider-Man, and Superman? Geek Girls Don’t Cry outlines some of the primary traits heroic women can call upon, like resilience, self-acceptance, and bravery, pulling in stories from real-life women as well as figures from the pop-culture pantheon. Written by Andrea Towers, who has worked for Marvel Entertainment and written about superheroines for such outlets as Entertainment Weekly, Geek Girls Don’t Cry also includes interviews with the creators of our favorite fictional heroines, who discuss how they came up with their inspiring characters and how their creations continue to inspire them. “In a market flush with biographical anthologies of awesome, powerful, and sometimes unknown women, Towers’ book stands out. She puts the creative in creative nonfiction as she takes the biographical details of fictional female characters and associates them with various real-life issues to empower and comfort readers.” —Booklist




Inventing the Video Game


Book Description

Presents information about video games, including their history and how they are designed and constructed.




Gamer Girls: Monster Village


Book Description

Gamer Girls are four besties who prove that girls can game! But when a new game comes out, it's not a hit with everyone. Maybe they should stick to video game battles instead of middle school arguments! Celia, Natalie, Lucy, and Jess are the Gamer Girls—four gamers devoted to showing that girls can game, too. They stream together every Friday night and they’re also BFFs. Celia is the artsy, creative one of the group, so it’s no surprise when she starts designing merch for their new club. But when she falls in love with a new, cozy game called Monster Village, it’s a far cry from her friends’ action-packed battle royales. Can the Gamer Girls find common ground, or is their new club doomed? In this second illustrated book of the all-new series, Gamer Girls,four friends navigate the video game world and the middle school world . . . if only they could solve drama like defeating monsters! This series is perfect for teens and tween readers who love video games.




Boot Camp


Book Description

When Nick and Kia are invited to former Toronto Raptor Jerome "Junk Yard Dog" Williams' basketball camp in Washington, DC, they quickly discover that this is no ordinary summer hoop camp. This is a basketball boot camp that focuses on discipline and hard work. Jerome and Johnnie's father, "Sergeant Push-up" to the campers, is the no-nonsense camp director. When scrimmages begin, Nick and Kia fall victim to the antics of their teammate Jamal, a talented but troubled player who tries to win games on his own. Only after some hard lessons-and some tough losses-do the three youngsters learn that it takes everyone on the team to accomplish real success.




Best Season Ever


Book Description

Katie and her friends Pedro and JoJo disagree over which season of the year is the best.




Red, White & True Blue Mallory


Book Description

Mallory's journal of her fourth-grade trip to Washington D.C. reveals how much fun she has, despite a loose tooth, being upset with her best friend Mary Ann and getting separated from her class in a museum.




Under a Living Sky


Book Description

Mary is certain that her parents are giving her new shoes for Christmas, but the Depression has hit her Saskatchewan farming family hard. Mary tries to hide her disappointment when she receives a crude homemade doll instead. She ends up liking the doll much more than she expects, but the doll fuels the rivalry between Mary and her older sister, Judith. Then, when the doll disappears a few weeks later during a snowstorm, Mary and Judith's relationship changes once again.




Wild Things


Book Description

ALA Notable Children’s Book Kirkus Reviews “Best Children’s Book of the Year” Winner of the North Carolina Juvenile Literature Award Winner of the NAPPA Gold Award A feisty tweenage orphan discovers what it means to love and be loved in this powerful coming-of-age novel about hope, redemption, and found family A headstrong girl. A stray cat. A wild boy. A man who plays with fire. Eleven-year-old Zoë trusts no one. Her father left before she was born. At the death of her irresponsible mother, Zoë goes to live with her uncle, former surgeon and famed metal sculptor, Dr. Henry Royster. She's sure Henry will fail her as everyone else has. Reclusive since his wife’s death, Henry takes Zoë to Sugar Hill, North Carolina, where he welds sculptures as stormy as his moods. Zoë and Henry have much in common: brains, fiery and creative natures, and badly broken hearts. Zoë confronts small-town prejudice with a quick temper. She warms to Henry’s odd but devoted friends, meets a mysterious teenage boy living wild in the neighboring woods, and works to win the trust of a feral cat while struggling to trust in anyone herself. In this award-winning coming-of-age tale for young readers, Zoë’s questing spirit leads her to uncover the wild boy’s identity, lay bare a local lie, and begin to understand the true power of Henry’s art. Then one decisive night she and the boy risk everything in a reckless act of heroism . . .