What could get the “Leonardo da Vinci of slackers” off his gaming couch?
Thirteen-year-old Cameron Boxer’s worked hard on his “lifestyle”: minimal effort at school and maximum time perfecting his gaming skills. His goal? Winning the Rule the World tournament with one of his two best friends, technical genius Pavel or loyal Chuck…but they have to avoid Evil McKillPeople, a Canadian gamer who for some reason has it in for Cam. Then the Great Ziti Inferno (Cam was too busy playing to take the ziti out of the oven as instructed) causes Cam’s parents to insist he unplug and do something with his life. The friends cook up a fake club, the Positive Action Group. They make Cam president and put a page on the school’s website, attracting the attention of do-gooder Daphne, who wants to save a beaver, class-president candidate Jordan, who needs a leg up in the election, along with reprobates and jocks who need to do community service. Suddenly the fake club is real, doing actual good, and sucking up valuable game time; that was never the plan! Prolific Korman turns in another group caper that would fit easily in his Swindle series. Cam’s borderline unlikable, and a few in the supporting cast don’t act like real people; but the tale, narrated by Cam and several others, is a pleasant diversion, though it’s not notable for its diversity.
Korman’s fans will be right at home with this stand-alone novel.
(Fiction. 9-12)