
It was starting again. Sam began to thrash from side to side, her head rolling on the pillow, arms twitching, only her useless legs lying still. In her dream she was running.' Sam may be in a wheelchair, but she is determined to do things her way, even if sometimes it makes her unpopular. And there is one way that she can forget all the problems. Playing her computer games, she can walk again - run, and fly. But Sam can't escape like this for ever. Eventually she must begin to come to terms with her life and future in the real world. This title is new in paperback.
Sam, a teenager confined to a wheelchair, struggles to reconcile her vibrant digital life with the physical limitations of her reality. Sam navigates the social and personal challenges of her daily life while relying on computer games as a primary escape from her physical condition. Her determination to maintain independence often creates friction with those around her, forcing her to confront the disparity between her virtual capabilities and her physical reality. The narrative follows her internal and external conflicts as she attempts to bridge the gap between her digital persona and her future in the real world.
Readers frequently highlight the book's focus on the psychological impact of physical disability during the adolescent years. Discussion often centers on the effectiveness of the gaming sequences as a metaphor for the protagonist's desire for agency. Critics note the author's commitment to portraying the protagonist's frustration without resorting to overly sentimental tropes. The pacing is described as steady, allowing for a deep look into the character's evolving perspective on her future. Many readers appreciate the grounded approach to the challenges faced by the protagonist in her daily interactions.
Page Count:
93
Publication Date:
1994-01-20
Publisher:
Oxford University Press
ISBN-10:
0192717081
ISBN-13:
9780192717085
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