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Twelve-year-old Andrew, bored with life, becomes obsessed with a mysterious new computer game, which has the power to zap him and his friends into a dangerous world of menacing space warriors.
A bored adolescent finds his reality shattered when a mysterious computer game pulls him and his friends into a lethal, alternate dimension of hostile extraterrestrial combat. Andrew, seeking an escape from his mundane existence, discovers a game that functions as a gateway to a perilous world where the stakes are life and death. He must navigate the physical and psychological dangers of this digital landscape while contending with the game's influence on his friends. The narrative explores the blurred boundaries between virtual obsession and tangible reality, utilizing a third-person perspective to track the escalating tension as the game's influence bleeds into their everyday lives.
This work is often recognized as a seminal piece of Australian young adult literature that anticipated the cultural obsession with immersive gaming. The narrative is noted for its ability to ground speculative, high-concept threats within the relatable anxieties of early adolescence. Readers frequently highlight the unsettling nature of the game's influence, which serves as a metaphor for the isolating power of technology. The book remains a point of discussion for its early exploration of virtual reality themes before they became ubiquitous in modern fiction. Its enduring presence in school curricula suggests a lasting impact on how young readers engage with the intersection of play and danger.
Page Count:
212
Publication Date:
1988-01-01
Publisher:
Dial Books for Young Readers
ISBN-10:
0003300838
ISBN-13:
9780003300833
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