Tag Archive for: gaming

Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin

Sam Mazur and Sadie Green first met, at age 11, in a hospital game room in California.  Sadie was at the hospital visiting her older sister, Alice, who was fighting cancer, and Sam was recovering from a horrific car accident that left his foot crushed. Sadie had upset her sister and been banished from the hospital room and a nurse noticed her and told her of the hospital’s game room. It was a quiet first meeting; unbeknownst to Sadie, Sam had hardly spoken to anyone since the car accident. While they did not speak much, they had a great time trading the Nintendo controller back and forth playing Super Mario Brothers, while discussing Oregon Trail and the woes of dying from dysentery.

When hospital staff learn Sam not only spoke to Sadie, but also engaged with her by playing video games for hours, they encourage her to continue to visit the hospital. Her mother even mentions that it could count toward her community service goal that she is working on for her Bat Mitzvah. Sadie continues to visit Sam and the two are fast friends, however, Sadie does not tell Sam that she is receiving community service credit for all the time she spends playing with him. Nor, that she would have continued their visits without the community service credit. She loves their time together and Sam is the best friend she has ever had. Eventually, Sam learns of Sadie’s deception, and believes that her actions were purely motivated by the service project. After fourteen months of friendship, fun and games their weekly visits end.

While they sometimes see each other at high school functions, the two do not speak again until a chance encounter takes place in Massachusetts, on a subway platform.  Sadie is attending MIT, and is running late for a class, and Sam who is attending Harvard has just exited the subway when he passes Sadie, recognizes her and calls out.  They make small talk, and then upon departing Sadie asks Sam if he still plays games. He says he does and Sadie shares a disc containing a game she has created for one of her classes. 

Later that night, Sam and his roommate Marx play the game together and are both impressed with Sadie’s work. Sam is soon brainstorming ways to get Sadie to work with him during summer break to create a game of their own. When approached with the idea Sadie is interested and what follows is the first in a series of collaborations that will span a lifetime.

The remainder of the novel shares their adventures in gaming, and while many others enter the story, Sam and Sadie remain the central focus. Theirs is one of friendship and love, but also distrust, and at times, heartbreak.  

Author Gabrielle Zevin is a master storyteller and her character development is brilliant. Each one is so completely developed it is hard to stop thinking about them even after finishing the novel. Zevin’s work is breathtaking and should not be missed. I loved this book! It has a backdrop of 90s style gaming that combines with well-rounded, yet flawed characters to tell a compelling story of love, distrust, hope, hurt and healing. It is a love story, but not in the traditional sense. Sam says it best, “To play requires love and trust.” I feel this about reading, too. It requires trust of the author and Zevin does not disappoint.

Find the book in the catalog.

Review written by: Jeana Gockley, Joplin Public Library Director

Teen Nonfiction Fun for Summer

 

Make: Minecraft for Makers by John Baichtal

Start to Stitch by Nancy Nicholson, Claire Buckley, and Miriam Edwards

Teens Cook Dessert by Megan and Jill Carle with Judi Carle

We’ve made it to the middle of May when life becomes a frenzy of pollen and exams and changes and celebrations, spinning faster every day only to explode into a three-day weekend that launches summer.  Here at the library that culminates in the summer reading program–two months of adventures in reading, learning, and fun for all ages.

Participants will have a chance to read for prizes and enjoy a variety of activities.  Most importantly, summer reading helps keep literacy skills sharp during weeks of downtime when many students are out of school.  Because adolescence is a time of self-discovery and learning how to move through the world, the Teen Department encourages personal growth as well as reading.  We call it the Teen Summer Challenge because teens can stretch themselves socially and developmentally in a supported environment. The library offers activities and resources to encourage them along the journey.

One way we do this is through gaming.  Games can sharpen mathematical, reasoning, literacy, and social skills and are fun!  They can also act as springboards to other pursuits. Popular computer game Minecraft has spawned an entire fandom.  In Make: Minecraft for Makers, John Baichtal uses the game as a stepping stone to maker activities.  His 9 projects take the blocky elements of the game “and introduce them to our world” using LEGOs, circuitry, 3D printing, woodworking, Arduino microcontrollers, and laser cutting.  Projects range from fairly simple (Emerald Ore Blocks made with LEGOs) to quite advanced (Redstone Lamp and a motorized Robot Creeper). Other than the LEGO designs, everything will involve some combination of power tools, circuitry, electronics, or spray paint.  Baichtal’s writing style is straightforward–utilitarian with clear explanations tying projects to the game. Color illustrations are throughout, and a final chapter gives a crash course on Arduino technology used in some projects.

The book is published by the folks behind Make: magazine and reflects the “serious fun” found there.  These projects are designed for heavy adult supervision with attention to safety and represent an investment of time and materials in some cases.  The designs are super cool–I’m considering trying the chess set with our chess group using the laser cutter in the library’s makerspace. Offer this book to high schoolers or mature middle schoolers (individuals or groups) working with experienced adults (a neat activity for a Scout troop).

Maker activities are a fantastic means of mastering a new skill or learning STEM concepts or fine tuning eye-hand coordination.  They can incorporate computers and robotics or be low-tech pursuits like crocheting and sewing. The Teen Department has a sewing machine, and we’ll experiment with it during June and July.

Teens learning to sew will find a fun start and engaging designs in Start to Stitch by Nancy Nicholson, Claire Buckley, and Miriam Edwards.  Colorful photos show step-by-step instructions for sewing by hand or machine as well as finished products.  The book introduces stitches and skills as needed in each design; some of the stitch photos can be small or basic, so some new sewers may benefit from initial instruction or additional resources (book or video) before tackling a project, particularly machine sewing.  Start to Stitch is divided into chapters based on technique: applique, embroidery, patchwork, quilting.  It’s full of vibrant, accessible designs ranging from beginner to moderate skill levels. The designs vary from accessories (applique brooch, patchwork belt) to bags (Heart Purse, Sashiko Bag) to decor items (a quilted cat wall hanging, a patchwork pillow).  The book’s designs skew feminine, and its illustrations are exclusively so. If desired, some projects can easily be made gender neutral with minimal changes. A brief glossary rounds things out. Give this title to teens who have the basics of hand or machine sewing.

Community building is a year-round goal of the Teen Department, and it’s wonderful to see teens make that connection.  One of our activities is to practice a random act of kindness–inspired by former patrons who were very excited to have done something nice for someone else.  Cooking offers many chances to build relationships, and Teens Cook Dessert is one great resource.  Written by sisters Megan and Jill Carle with their mother, Judi Carle, this title neither assumes gourmet-level experience nor insults the cook’s intelligence.  Using a realistic approach and clear language, the authors present a wide variety of family favorites (turtle brownies, pound cake) and interesting twists (nectarine ravioli, gingerbread & pumpkin trifle).  Recipes are gathered into chapters by type (cookies, cakes, custards, fancy, etc.); each recipe includes a color photo of the finished product and brief, lively anecdote. Short sidebars covering kitchen tips, terms, science, shortcuts, and history abound.  A handy ingredients discussion is included. Both the layout and the tone are inviting without trying too hard. This is a great book for teens ready to move beyond boxed mixes.

There’s lots of fun to be had and things to try during summer reading!  The adventures begin at the library on May 28. Watch our website for details: //www.joplinpubliclibrary.org/

 

Beth Snow is the Teen Department Librarian at the Joplin Public Library.