Gameworld

by C J Farley (Author)

Gameworld
Reading Level: 6th − 7th Grade

"The Narnia for the Social Media Generation."--The Wall Street Journal

"By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled."--Booklist, included in "Conversation Starters: Recontextualizing the Classics"

"Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind."--Kirkus Reviews

"Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience."--Publishers Weekly

"Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers."--Booklist

"Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color."--School Library Journal

"Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore."--Philadelphia Review of Books

One of This Spring's Hottest Teen Books, Huffington Post

"I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!"--Middle Shelf (reviewed by Teak, age 13)

"Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults."--Persephone Magazine

"In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan."--Center for Fiction

"I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids."--The Family Coach

Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life.

It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic.

In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?

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Publishers Weekly

In this fanciful adventure, a group of children are drawn into a mystical realm by way of a popular video game, where they must battle dark forces to save the world. Dreadlocked sixth-grader Dylan and his wheelchair-bound best friend Eli are selected as two Game Changers--the best players of the online RPG "Xamaica." After winning a tournament, they have the opportunity to visit the magical world that inspired the game. Accompanied by famous teenage adventurer Ines Mee, Dylan and Eli venture into an unpredictable and often hazardous land filled with strange creatures and dangers. As Dylan searches for his younger sister, Emma, who went missing after also entering Xamaica, he discovers a startling family secret. Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action. An overabundance of coincidences and logic gaps undermine the story's strengths, which include a diverse and intriguing cast. Xamaica may bear no resemblance to actual video games, but the setting lends itself well to memorable imagery and a fun experience. Ages 8-12. (Feb.)

Copyright 2013 Publishers Weekly, LLC Used with permission.

School Library Journal

Gr 5-8--A virtual game world called Xamaica becomes real for three Jamaican sixth graders, who embark upon a quest through a fantastical landscape laden with Caribbean mythology. Monsters, lush forests, giant talking spiders, morphing hummingbirds, ancient witches, plant people, and the overall obeah (magic) of Xamaica are vividly described, often employing the rule of three. For example, "The air smelled like parts of fish you don't eat, and garbage you forgot to take out, and armpits you had neglected to deodorize." Unfortunately, the elements of plot, character development, and pacing are not as strong. The plot fluctuates wildly, as characters' actions frequently contradict their motivations or they suddenly discover some game changer without any prior buildup. Scenes are unshaped and pile one upon the next without change in tone. On the plus side, here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color: an Afro-Caribbean boy, Hispanic-Caribbean boy who also is a wheelchair user, and a Korean girl. There may well be many readers whose drive to enjoy the novelty of this unique and vivid book will enable them to consider its flaws mere distractions.--Rhona Campbell, Georgetown Day School, Washington, DC

Copyright 2014 School Library Journal, LLC Used with permission.

Review quotes

"Game World is more of a good old-fashioned fantasy adventure than I expected—and I loved it for that. You don't have to be an expert gamer to enjoy this book."
Kidsmomo

"A mixture of fantasy, reality, Jamaican folklore, and history. A great read for all, we love it! My kids and I can relate to the themes and characters in this wonderful adventure. Finally! Thank you, C.J. Farley!"
Ziggy Marley

"It was amazing to read about a disabled character who regularly surprises and aids the protagonist with just his skill set and mind. I am so used to reading similar adventure stories with secondary disabled characters who only feature for a few chapters before dying or disappearing, so it was great to be introduced to Eli, who appears almost constantly throughout the book...In addition, [Game World is] a captivating read with a fast-paced and intriguing plot. You won't want to put it down. I wholeheartedly recommend it."
Disability in KidLit

"Fast-paced, fun, and exciting, Game World kept me—and more importantly my twelve-year-old son—turning the pages. It's a unique, refreshing breath of Caribbean-accented fantastical storytelling."
David Anthony Durham, author of the Acacia Trilogy

"If William Gibson wrote The Hunger Games, it might feel something like this. Cyberpunk for a new generation of readers!"
Kazu Kibuishi, author of the best-selling Amulet series and Harry Potter cover artist

"There are real children here, who blunder, quarrel, pop blisters, get pissed, suffer bullying, and fart—things almost guaranteed to freak out parents, teachers, librarians, and children's book reviewers. There are mysteries and challenges galore. In sum, there's some adult-level mind stretching here."
Piers Anthony, author of the Xanth series

"Want a thrill? Ride a longboard down a water slide or plunge into Game World. The rush will be the same."
Colin Channer, author of The Girl with the Golden Shoes

C J Farley

C.J. Farley was born in Kingston, Jamaicam and grew up in Brockport, NY, with stops in Middle-earth, Xanth, Earthsea, and Narnia. Farley's biography Aaliyah: More Than a Woman was a national best seller. A former editor of the Harvard Lampoon and a former music critic for Time, Farley is a blogger, columnist, and senior editor at the Wall Street Journal. Game World is Farley's first novel for young readers.

Classification
Fiction
ISBN-13
9781617751974
Lexile Measure
710
Guided Reading Level
-
Publisher
Black Sheep
Publication date
February 20, 2014
Series
-
BISAC categories
JUV037000 - Juvenile Fiction | Fantasy & Magic
JUV011010 - Juvenile Fiction | People & Places | United States - African-American
JUV013000 - Juvenile Fiction | Family | General
JUV039230 - Juvenile Fiction | Social Themes | Bullying
Library of Congress categories
-

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