Free PDF Cure for the Common Universe, by Christian McKay Heidicker
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Cure for the Common Universe, by Christian McKay Heidicker
Free PDF Cure for the Common Universe, by Christian McKay Heidicker
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From School Library Journal
Gr 9 Up—A plugged-in young adult comedy about the pain of unplugging. In this debut novel, video game-addicted 16-year-old Jaxon is about to play the most challenging game of his life: escaping from video game rehab. His father and stepmother commit him moments after Jaxon meets the girl of his dreams, Serena, who is the first person he ever gets up the nerve to ask out on a date. In order to make his date, Jaxon must earn enough points during his rehabilitation, one million to be exact. It won't be easy, though, as Jaxon needs to connect with his peers in person instead of through technology. Heidicker aptly conveys the reality of today's groups of teens who may be more present in the virtual world than in the world that is right in front of them. The characters eventually learn to look within themselves and accept the help of others to improve their lives. Heidicker keeps readers informed of how many points Jaxon has earned toward his freedom at the top of the page for each new chapter. VERDICT This is perfect for teen gamers and readers who are fans of Jesse Andrews and John Green. An excellent purchase for YA shelves.—Kevin McGuire, Woodland Hills School District, PA
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Review
“A plugged-in young adult comedy about the pain of unplugging… perfect for teen gamers and readers who are fans of Jesse Andrews and John Green.” (School Library Journal)“Heidicker’s debut crackles with twitchy energy… this is a fun, absurdist romp through gaming culture, populated by zany characters and a quest narrative worthy of its own game.” (Booklist)“Where the novel really shines is in Jaxon's interactions—as a white, upper-middle-class boy—with campmates who are diverse in terms of both ethnicity and sexuality, and who challenge some of his preexisting assumptions. In confronting Jaxon's privilege and complicated family history, the book eschews easy answers for a more authentic ending that promises that the work of self-improvement is ongoing and difficult.” (Publishers Weekly)“This novel is reminiscent of Vizzini’s The Other Normals or Yang’s Level Up. Notably (and happily), however, it avoids the typical game-blaming and recognizes excessive time online as the symptom, not the cause, of these kids’ problems…Gamer readers will flock to this novel and fall in love with its insider jokes, game-allusions, and snarky attitude. They’re also likely to identify with Jaxon’s frustrations, root for him to win, and appreciate seeing him learn a (very) little something in the end.” (The Bulletin of the Center for Children’s Books)
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Product details
Hardcover: 320 pages
Publisher: Simon & Schuster Books for Young Readers (June 14, 2016)
Language: English
ISBN-10: 1481450271
ISBN-13: 978-1481450270
Product Dimensions:
5.5 x 1 x 8.2 inches
Shipping Weight: 13.4 ounces (View shipping rates and policies)
Average Customer Review:
4.7 out of 5 stars
53 customer reviews
Amazon Best Sellers Rank:
#1,331,261 in Books (See Top 100 in Books)
The first two thirds of this book are great fun: they're full of weird, but sharply-written, characters, and a really strange, but very relatable, quest. And, of course, lots of video game references.But the last third of the book is where its heart lies. That's when the book does some really interesting, really bold things with its characterization. And by the time the book ends, you'll have a completely different outlook on what you've just read. In some ways, I'm jealous, since it treads ground that I wanted to write about myself. But I think that Christian has done a good job with its gamer protagonist and with the culture that he comes from. You feel his pain, but at the same time the book subtly interrogates the whole awkward heroic nerdboy trope, until you finally find yourself asking, hmm, why is he the hero again?
I enjoyed this book partly because, although I am not a video-gamer, I understand gaming addiction. I used to approach strangers in airports with my backgammon board back when backgammon was all the rage. Okay, not the same and entirely different era. Nevertheless, the author's gaming references were so hilarious that my lack of computer gaming experience didn't hinder my enjoyment of the book at all. Who wouldn't want to "stomp some monsters made of marshmallow"? The dialog throughout the book flows easily and is clever and fun. I laughed out loud at the exchange between Jaxon and his father before Jaxon gets hauled off to rehab by two tank-sized characters named Command and Conquer. The world of gaming addiction rehab is populated with seemingly real kids with real problems and unique personalities and player names. At rehab the players can leave when they've accumulated enough points, and these are earned by playing real-world games. Each time I put the book down, I was eager to return to it. That, to me, is the best indication that the book is a good one. I applaud the strong and interesting female and male characters in this novel, the lessons learned by Jaxon were poignant without being preachy, and the ending was thought-provoking. I think this book if a wonderful achievement, and I hope we can look forward to more!
For the first time in his young adult life, Jaxon has made a girl laugh. Unfortunately for him, he secures a date with the girl on the same day his dad commits him to video game rehab. Now he must find a way to earn enough points to exit the program so he can hook up with this stranger who may actually like him. Problem is, there are people at the rehab camp who Jaxon has pissed off, either online or in person, and want to see him fail. Now he must see if he can level up in the real world as well as he can in the game world.I gave this book to my 14-year-old, game-obsessed son and he actually put down the Xbox controller to read the book. Twice. For this reason, I was very intrigued and read the book with interest. Heidicker understands the gaming world well, but more importantly, he understands teens. His characters are all wonderfully flawed and trying their best to improve their lives and relationships with others. The story has a lot of great twists and unexpected surprises that kept me thoroughly entertained. A funny and moving story that I recommend wholeheartedly.
Having grandchildren who are hooked on video games I was immediately intrigued by the concept of this book. I thought I might have trouble relating to or understanding the book because I do not play video games. The author describes the addiction to video games so clearly that I completely understood the fascination and the addiction. But this amazing book is not just about video games. It deals with the nature of addiction in such a way that you really get it – whether you are addicted to anything or not. This book is so beautifully written, and the dialogue is so crisp that the fact that your thoughts are being provoked just sneaks up on you. In addition to addiction this book deals with isolation, human interaction and magical thinking. As characters try to find their place in the game (and the world) the reader is challenged to do the same. When I finished the book I realized I was not finished thinking about the book. I’m still thinking about it. I look forward to talking about it with a friend who is reading it. I’m also looking forward to the movie. Dr. Roy W. Heidicker, Historian
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