Belonging and moral discomfort
Sam joins the popular crowd through a shared online game but is troubled by how they treat other gamers.
Book details
Scott R. Welvaert - Author
This is a tense school-and-gaming story about belonging, moral discomfort and the pull of an absorbing activity. Sam’s unease with his new friends becomes important when they continue playing a violent game as bad things start happening.
Sam Wentworth is not sure about his new friends. On his first day of a new school, Sam is surprised to fall in with the popular crowd--it's all because he plays the same online video game as some of the football players. But the way they bully other gamers bothers him. Then, they get their hands on a pirated copy of the "The 13th Floor", a game banned for violence and gore. Sam and his new friends find the game so hypnotic that they can't stop playing, even after bad things start happening to them.--
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Sign in for personalised guidanceThis is a tense school-and-gaming story about belonging, moral discomfort and the pull of an absorbing activity. Sam’s unease with his new friends becomes important when they continue playing a violent game as bad things start happening.
Sam joins the popular crowd through a shared online game but is troubled by how they treat other gamers.
Sam and his friends obtain a pirated copy of a game banned for violence and gore, then continue playing despite bad things happening.
Pay attention to the treatment of bullying, violent and gory game content, and the group’s inability to stop playing. The book may invite reflection on peer pressure, boundaries and responsibility.
This is a grounded book brief while Suitabook strengthens the analysis: the current material supports only a cautious reading; another book-specific source is still needed.
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