Ever since Mom's bicycle accident, nothing has been right in Addie's family. Finally, Mom is off getting help and Addie and her dad are traveling across the country so Dad, a college professor, can work with a group of students developing VR games. Addie is carrying a lot of baggage and is unwilling to make friends, although Mateo, a cheerful guy from the down the hall, starts to wear her down. Mateo has troubles too. His brother spends a lot of time in the hospital fighting illness and he understands an unstable family. Meanwhile, the VR college gang are kind and cool. They are developing some amazing products and Addie and Mateo enjoy testing them out. Sometimes Addie feels as if it might be easier to live in the VR world and it is through the games that she starts to let her guard down and find some healing. One day while at the hospital they get a great idea: what if they develop a VR game to distract kids who are scared to get their treatments? With help from the college team Addie and Mateo set out to use the new technology to make a difference.
Mass, a middle grade author who is not afraid to dive deep, tackles a graphic novel that will attract readers, all while giving them an extra layer of content. At first glance I thought that this book was science fiction, but it is fully in present reality. All adventuring is done through VR goggles and Mass demonstrates how the technology can be used for healing and positive distraction. I liked the friendship between Addie and Mateo and thought that they were both great characters. Both young people are dealing with troubles that though present in the story and the catalyst behind their invention, do not overwhelm the plot. The full color illustrations by Mendez are expertly done, cheerful, and will attract readers. The coloring used when the kids are in VR land is slightly different, cluing readers in that this is not reality. I appreciate that Mass shows a positive side of technology besides video games and at the end of the volume she elaborates on her love of virtual reality and the path that lead her there. Also included are some notes from the illustrator on her process. This is a great recommendation for both boys and girls who are looking for a realistic memoire-type graphic novel, but don't want to get too heavy and will also appeal to reluctant readers.
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