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GAMERVILLE

Themes of positive change thread this tribute to video games, summer camp, and emotional growth.

Can online gaming strategies help a boy escape from summer camp in time for a video game tournament?

Maxwell lives for video games, and qualifying for the Gamerville tournament is his greatest achievement yet. However, recognizing the negative impact excessive gaming is having, Max’s highly protective mother realizes he needs more outdoor time: She signs him up for technology-free Camp Reset, a place she has fond memories of attending as a child, although it conflicts with the tournament. Zanzi, the great-great-granddaughter of Camp Reset’s founder, strictly and enthusiastically adheres to tradition, causing her friends to pull away. Camper Dylan struggles with overcoming his past as a cyberbully. Through his video game lens, Max at first sees other kids as recruitable allies, but he gradually realizes they’re true friends. Still, he’s determined to escape to Gamerville; could strategies he’s learning at camp help? Max’s and Zanzi’s families are Black; the supporting cast is racially diverse. This vibrant, colorful graphic novel shows that change engenders growth and improvement, and that strategies and skills are transferable between very different settings. The lavish facilities (for the small number of campers), minimal adult supervision, and questionable safety protocols strain credulity, but Christmas’ work commendably demonstrates respect for both video game culture and unplugged living, showing the positives and negatives of each while offering valuable representations of Black kids enjoying nature and gaming.

Themes of positive change thread this tribute to video games, summer camp, and emotional growth. (Graphic adventure. 9-12)

Pub Date: July 16, 2024

ISBN: 9780063056824

Page Count: 256

Publisher: HarperAlley

Review Posted Online: May 4, 2024

Kirkus Reviews Issue: June 1, 2024

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WAR GAMES

Fast-paced and plot-driven.

In his latest, prolific author Gratz takes on Hitler’s Olympic Games.

When 13-year-old American gymnast Evie Harris arrives in Berlin to compete in the 1936 Olympic Games, she has one goal: stardom. If she can bring home a gold medal like her friend, the famous equestrian-turned-Hollywood-star Mary Brooks, she might be able to lift her family out of their Dust Bowl poverty. But someone slips a strange note under Evie’s door, and soon she’s dodging Heinz Fischer, the Hitler Youth member assigned to host her, and meeting strangers who want to make use of her gymnastic skills—to rob a bank. As the games progress, Evie begins to see the moral issues behind their sparkling facade—the antisemitism and racism inherent in Nazi ideology and the way Hitler is using the competition to support and promote these beliefs. And she also agrees to rob the bank. Gratz goes big on the Mission Impossible–style heist, which takes center stage over the actual competitions, other than Jesse Owens’ famous long jump. A lengthy and detailed author’s note provides valuable historical context, including places where Gratz adapted the facts for storytelling purposes (although there’s no mention of the fact that before 1952, Olympic equestrian sports were limited to male military officers). With an emphasis on the plot, many of the characters feel defined primarily by how they’re suffering under the Nazis, such as the fictional diver Ursula Diop, who was involuntarily sterilized for being biracial.

Fast-paced and plot-driven. (Historical fiction. 9-12)

Pub Date: Oct. 7, 2025

ISBN: 9781338736106

Page Count: 368

Publisher: Scholastic

Review Posted Online: Aug. 2, 2025

Kirkus Reviews Issue: Sept. 1, 2025

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STEALING HOME

An emotional, much-needed historical graphic novel.

Sandy and his family, Japanese Canadians, experience hatred and incarceration during World War II.

Sandy Saito loves baseball, and the Vancouver Asahi ballplayers are his heroes. But when they lose in the 1941 semifinals, Sandy’s dad calls it a bad omen. Sure enough, in December 1941, Japan bombs Pearl Harbor in the U.S. The Canadian government begins to ban Japanese people from certain areas, moving them to “dormitories” and setting a curfew. Sandy wants to spend time with his father, but as a doctor, his dad is busy, often sneaking out past curfew to work. One night Papa is taken to “where he [is] needed most,” and the family is forced into an internment camp. Life at the camp isn’t easy, and even with some of the Asahi players playing ball there, it just isn’t the same. Trying to understand and find joy again, Sandy struggles with his new reality and relationship with his father. Based on the true experiences of Japanese Canadians and the Vancouver Asahi team, this graphic novel is a glimpse of how their lives were affected by WWII. The end is a bit abrupt, but it’s still an inspiring and sweet look at how baseball helped them through hardship. The illustrations are all in a sepia tone, giving it an antique look and conveying the emotions and struggles. None of the illustrations of their experiences are overly graphic, making it a good introduction to this upsetting topic for middle-grade readers.

An emotional, much-needed historical graphic novel. (afterword, further resources) (Graphic historical fiction. 9-12)

Pub Date: Oct. 5, 2021

ISBN: 978-1-5253-0334-0

Page Count: 112

Publisher: Kids Can

Review Posted Online: June 28, 2021

Kirkus Reviews Issue: July 15, 2021

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