Wednesday, May 5, 2010

17. The Essential Tomb of Dracula
















Plot Summary
Dracula has lofty dreams of taking over the world by turning the living into an undead army who will obey his every beck and call. Marvel comics revives the infamous Dracula character in this collection of vampire stories in The Essential Tomb of Dracula. This Essential volume includes 25 original Tomb of Dracula issues, as well as an issues of Werewolf By Night and Giant-size Chillers. In each issue Dracula is confronted by a team of vampire slayers who seek to destroy him before his plans come to fruition. Dracula's plans for world domination are repeatedly foiled by the slayers, but not before he can claim a new victim or two. The group of slayers consists of Dr. Rachel Van Helsing, descendant of Dracula's Frank Drake, the wheel chair ridden Dr. Quincy Harker, the exceptionally strong Taj Nital, and the urban sensation known as Blade. Each of these slayers bring a unique skill to the table in their quest to destroy Dracula and the vampire community.

Critical Evaluation
Marvel Comics' Tomb of Dracula is a chilling series of horror fiction that deserves its place alongside other great Dracula stories that came before it. The first couple of issues in the series serve as back story and are ultimately forgettable until writer Marv Wolfman got involved and put his signature macabre stamp on the series. Wolfman's first issue, "Night of the Death Stalkers," details Dracula's plan to use an army of children to thwart the group of troublesome slayers who consistently seek to destroy him. Dracula uses his mental power of persuasion to control the minds of a group of young boys, and turns them into a vicious pack of weapon toting murderers. This chilling story arc also introduces the character Blade, who goes on to become one of the most infamous vampire slayers in the history of modern vampire fiction.

The horrifying "Death Stalkers" storyline features the detailed and intense illustrations of artist Gene Colan. Colan turns the blank expressions on the faces of the controlled young boys into the kinds of images that nightmares are made of. What Tomb of Dracula lacks in gore it makes up in haunting imagery. Colan's grotesque portrayal of the undead and his use of shadows, set the mood for Wolfman's distinctively ominous storylines. The lettering also sets an eerie mood using fonts reminiscent of the kinds used in classic horror films. The marvel style of storytelling popular in the 70's is not missed in the issues of Tomb of Dracula. Characters narrate their actions before committing them, and dialogue at times verges on the hokey. Despite the changes that have been made to comic book storytelling since Tomb of Dracula's publication in the 70's, the issues are still entertaining to read and surprisingly scary. The depiction of women in the series is not acceptable by today's standards, with Dracula often commenting on the feeble minded nature and inferiority of women. This flaw doesn't overshadow the wonderful amalgamation of chilling storylines, art, and text composition that bring Dracula to life in the masterful Marvel way.

Reader's Annotation
Dracula is back and ready to take over the world, if only there weren't a group of devoted vampire slayers to stop him in his illustrated tracks. Marvel comics has once again taken a legendary series and re-released it in an Essential volume for fans of horror comics and Dracula himself.

Author Information
Tomb of Dracula writer Marv Wolfman is a comic book legend. From the time he was a child in the early 50's, Wolfman has been a die-hard comic book fan. This devoted interest in comic books is what led him to pursue a career as a writer. Wolfman's first job in the comic book industry came as an editor for Marvel Comics. Wolfman would eventually trade his editing responsibilities for writing, and would go on to create some of the most memorable characters in the Marvel and DC universes. Wolfman is credited with creating several important comic book characters, including: Blade the vampire slayer, The Teen Titans, Nova, Bullseye, and Black Cat.

Wolfman also penned the storyline for the important DC series Crisis on Infinite Earths, which celebrated DC comics 50th anniversary. This groundbreaking series rewrote the entire history of DC comics, and in doing so, helped to bring unity to previous continuity issues. Wolfman's characters and comics have been adapted for television and film, and he continues to write for comic book fans today. He is expecting to release an all new Teen Titans graphic novel by Christmas of 2010.

Genre
graphic novel, horror

Curriculum Ties
comic history

Book Talking Ideas
Discuss Dracula history.
Describe the "Death Stalkers" storyline.
How has Dracula changed through literature and cinema?

Reading Level
Grades 7+

Challenge Issues
violence, gore, sexism

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
After reading some fantasy graphic novels for my author/genre study paper, I knew that I wanted to read more non-traditional comic book genres. The library had a collection of Dracula comics and I had never read horror in the graphic novel format before. The experience proved to be both interesting and entertaining. With the popularity of vampire fiction today because of titles like Twilight, this collection of older vampire fiction might find a new use.

18. The Prestige















Plot Summary
Andrew Westley is a reporter for the Chronicle that reports on odd stories about UFO's and religious cults. On his way to cover a story about a bi-locating leader of a religous sect known as the Rapturous Church of Christ Jesus, he is given a copy of a book titled Secret Methods of Magic , written by Alfred Borden. The name stands out to Mr. Westley, because Borden was the surname he was born with before he was adopted. Westley feels no urge to seek out the parents who abandoned him, but there is one thing about his past that has haunted him for his entire existence, and that is the belief that he has a twin brother. While visiting the Rapturous Church of Christ Jesus, Westley meets Kate Angier, and discovers that their meeting is not at all coincidental. Kate is the great-granddaughter of magician Rupert Angier, and from the time she was a small girl she has lived with a terrible secret. Kate is convinced that as a girl she witnessed a murder; the murder of a young boy who is now the man Andrew Westley. Together through Westley's book about Borden, and Kate's dairy of her great-grandfather Rupert Angier, they must try to piece together their family histories in order to understand the events that have haunted them since childhood.

Critical Evaluation
The Prestige is a novel that explores the rivalry between accomplished stage magicians Rupert Angier and Alfred Borden. Author Christopher Priest tip toes the line between fantasy and science fiction in this tale of secrets, deception, and sabotage. The Great Magicians never reveal their secrets in life, and like a great magician, Christopher Priest leaves it up to readers to determine if what they are reading is in fact actual magic and fantasy, a scientific feat, or just another clever trick. Priest explores the lives of the novel's famed magicians through a published book given to Alfred Borden's great-grandson Andrew Westley, and through Rupert Angier's diary, that is now in the possession of his great-granddaughter Kate Angier. Together Kate Angier and Andrew Westley explore the literature of their family histories in order to understand events from their childhood that have been shrouded in mystery. Readers learn about the Angier and Borden family histories as Andrew and Kate discover the men who shaped their lives more than 100 years ago.

Priest divides his novel into five different sections that alternate between the current story involving Kate and Andrew, and the diary entries detailing Borden and Angier's past. Mixing diary entries with the current action of the story's plot creates an interesting pace. Reader's plunge into the lives of Borden and Angier, and just when secrets begin to be revealed, readers are forced to come up for air. The dairy element of the story also raises questions about the reliability of the narrators. The last thing a magician wants is for the world to know about his secrets and his life. Priest doesn't provide any easy answers for his readers, and in doing so, forces them to put together the pieces to the puzzle just as Andrew Westley and Kate Angier struggle to. Priest explores themes of deceit and deception with subtle ease in his web of mysterious pasts. The lives of his interesting characters are the strongest part of this fantastic tale, and readers will delight in learning how the lives of these feuding and intriguing men, can hauntingly effect the lives of their descendants.

Reader's Annotation
Rivalry can be an unexpected and deadly matter. For magicians Alfred Borden and Rupert Angier, rivalry is everything, and protecting secrets isn't a way of life, it's a way to make a living.

Author Information
Christopher Priest is an award winning English author that works predominantly in the genres of fantasy, science fiction, and horror. His novels and short stories have been honored with several Hugo nominations, and his novel The Prestige, received a World Fantasy Award in 1996. The Prestige was also adapted into a film in 2006 by director Christopher Nolan. The film version of The Prestige was nominated for two Academy awards in the categories of Best Art Direction and Best Cinematography.

Genre
fantasy, urban fantasy

Curriculum Ties
Victorian life, Tesla

Book Talking Ideas
How are magic and science different, and how are they similar?
Secrets and how secrets can tear lives apart.

Reading Level

Grades 9+

Challenge Issues

violence

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
I really enjoyed the film adaptation of this novel, and because of the popularity of the film, I felt that the book would appeal to teenage readers. I'm glad that I read the novel, and I enjoyed the differences in the novel's structure compared to the film. The book focuses on diary entries from the magicians Borden and Angier, and also details a modern story involving their great-grandchildren. The great-grandchildren story arc was axed in the film, and this is something that works really well in the novel. This novel will be popular for teens interested in urban fantasy, the cinema, and magic.

19. Around the World in Eighty Days















Plot Summary
Phileas Fogg is a man of mystery. He lives a life of precision and schedule, and abhors distraction and disruption. Mr. Fogg's only social interaction seems to come from the gentlemen's Reform Club, where he spends hours on end involved with his favorite card game whist. The routine life Mr. Fogg leads changes forever when he hires a new servant named Passepartout, and when a small dispute amongst club members turns into a full on bet about the possibility of traveling around the world in eighty days. This bet is spurred by an article in the newspaper discussing a new railway system in India. Without hesitation, Mr. Fogg bets a group of club members that he can do what the newspaper claims, and travel around the world successfully in eighty days for a wager of 20,000 pounds. The men accept and Fogg sets out immediately with his servant Passepartout in tow.

Fogg's trip from the beginning is riddled with setbacks. Mistaking his identity for a bank robber, Fogg is trailed by the persistent Scotland yard detective Fix, who must strategically wait until Fogg is located in British territory before he can make an arrest. The villainous attempts of Fix to imprison the adventurous Fogg, are foiled time after time as Fogg makes his way around the world. With each new mode of transportation and each new country, there are new set of problems to deal with. Fogg must overcome faulty suspension bridges, wild bison, lack of fuel for his passage across the atlantic, Sioux indians, and even a duel to defend the honor of the women he loves. His entertaining voyage is a classic tale of heroism and adventure, and is filled with enjoyable interruptions and improvisation that turns a trip on schedule into a comic caper, and a thrill to the very finish.

Critical Evaluation
Jules Verne's Around the World in Eighty Days is a masterpiece of adventure literature. Today we take world travel for granted, but at the time of the novel's publication in 1872, traveling around the world for an average man was an idea that was just emerging. The transcontinental railroad in America had recently reached completion, the suez canal was in operation, and India had just linked together their railway system. Verne capitalized on the idea of world travel by crafting a story that appeals to the thrill of exploration and adventurous nature of the human spirit. His entertaining classic is navigated by the mysterious and steadfast Englishman Phileas Fogg. This man's foggy past is overshadowed by his drive, determination, and quick thinking. As a character, Fogg is intriguing, and forces readers to ponder his past in order to understand his expertise as a world traveler. For a very new idea, Fogg seems to be right at home with navigating the treacherous landscapes of the developing world. Fogg's determination is equally matched by the Scotland Yard detective, Mr. Fix, who risks his livelihood and reputation to capture a bank robber he suspects is Fogg. This cat and mouse relationship is humorous and entertaining on its own, but the story receives an added comical punch with the entertaining actions of Fogg's bumbling servant Passepartout. What Fogg has in experience, Passepartout lacks, and in no time at all he is missing important departures, finding himself drugged, and even as a worker in a circus. The addition of a love interest also adds another interesting level to Fogg's adventure when he rescues a woman named Aouda who is scheduled to be sacrificed.

Verne's Around the World in Eighty Days is a strong adventure novel because of the exciting nature of the story and the interesting and humorous characters who inhabit it. The race against the clock nature of the story adds an exciting element to the story. With each setback, Fogg uses his reserve and intellect to outsmart his dire situations. This novel is as much a joy to read today as it must have been for those experiencing it during the birth of global travel. The influence this novel has had in the adventure genre of literature is profound, and the race creates a pace that readers will find enjoyable and memorable.

Reader's Annotation

For an Englishman living in 19th century London, a bet is not a trivial matter. Phileas Fogg has made such a bet with a group of respectable men, and now he must stick to it by traveling around the world in a mere eighty days.

Author Information

Jules Verne is a French author best known for his works of adventure and science fiction. Born in 1828, Verne quickly developed a passion for boating, exploration, and travel. At the age of 12 Verne even tried to sneak aboard an Indian sailing vessel, only to be caught and whipped by his father. This thrill of adventure and the technological advancements of travel would later shape his career as an author. Verne began his career as a stockbroker to support himself until he was able to make a living on his writing. Verne made friends with other prominent writers like Victor Hugo and Alexander Dumas, but it wasn't until he met French publisher Pierre-Jules Hetzel that his career would take off. Through Hetzel, Verne would go on to publish his most classic works, which include: Journey to the Centre of the Earth (1864), From the Earth to the Moon (1865), Twenty Thousand Leagues Under the Sea (1869), and Around the World in Eighty Days (1872). Verne's groundbreaking work in the genre of science fiction has lead him to be referred to as the "father of science fiction." His books today are just as thrilling and captivating for readers as they were when they were published over 100 years age.

Genre
adventure

Curriculum Ties
travel, the transcontinental railroad, the suez canal.

Book Talking Ideas
How has transportation and travel changed since the publication of Around the World in Eighty Days?
How has the novel influenced pop-culture?
Re-enact the wager scene.

Reading Level
Grades 7+

Challenge Issues
drug use, human sacrifice

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
I wanted to include at least one of the classics in my blog, and after reading Capt. Hook, I thought I would give the adventure genre another go. Around the World in Eighty days is a story I feel that many teens are familiar with because of the cinema and pop culture references, but I think it can and should be a valued part of their reading experience as well. With the popularity of television shows like The Amazing Race, Around the World in Eighty Days may be relevant now more than ever.

Friday, April 30, 2010

20. The Good Neighbors



Black, Holly. The Good Neighbors. ISBN: 978-0-439-85562-4. Graphix. First Edition, 2008.










Plot Summary
The Good Neighbor’s Book One Kin is written in the same vain as Black’s Modern Faerie Tale series. Black’s female protagonist, Rue Silver, spends her days hanging out with friends, exploring abandoned structures, and going to coffee shops. Her nights are spent watching performances by her boyfriend’s punk band. Rue Silver is any edgy, unique, teenage girl, which is part of her appeal, however, Rue Silver is not a girl at all, and soon she discovers that she is the daughter of a faerie. After an argument between her parents, Rue’s mother disappears leaving the father devastated. One of Mr. Silver’s students turns up dead and he becomes the suspect in both a murder and missing persons case. While Rue digs deeper into her family history, she starts to notice strange irregularities, her mother doesn’t have a birth certificate or a marriage license, and she appears to look the same age in every photo. Rue also starts to see strange creatures, and after speaking with a faerie at school and conducting research, she discovers her mother’s true identity.

She also meets her grandfather, Aubrey, who is a ruler in the world of Faerie. She learns that her grandfather has discovered that only a family member can overthrow his rule, and he suspects that Rue is the one capable of doing so. While keeping a careful eye on his grand daughter, Rue’s mother finally returns, her father is cleared of all charges, and she has to deal with her failing and complicated relationship. Rue quickly notices her mother acting out of character when she fails to answer questions about their shared memories. Tragically, and suddenly, her mother passes away, and at the story’s cliffhanger ending, Rue and her friends dig up her mother’s grave to discover a changeling in her place, constructed of sticks and twine

Critical Evaluation
The graphic novel format works well for Black's The Good Neighbors, and would really work well for any of Black’s work because the world and landscapes she paints with her words are so vivid and descriptive. Her emphasis on the theme of betrayal in this title adds to the bleakness and despair demonstrated in artist Ted Naifeh’s illustrations. Choosing Naifeh’s stark and beautiful art style to accompany Black’s dark and romantic world of Faerie, was the perfect amalgamation of talent for this project. Naifeh portrays Black’s vision of Faerie through his otherworldly pen and ink illustrations, which are both beautiful and dangerous. His harsh use of lines paint a captivating and alluring portrayal of faerie demeanor. He also has the uncanny ability to set the tone of the novel through his detailed backgrounds. The world he creates is inhabited by cracked stones, broken windows, dense foliage, and decay. His ability to portray mood through scenery, helps to enhance the visual nature of Black’s words. The success of Kin has lead to the publication of The Good Neighbors Book 2 Kith, and a third title is currently in the works. Black has established herself as a talented up and comer in the comic book industry and readers are flocking to her dark illustrated tales of urban fantasy.

Reader's Annotation
When your mother is missing and your father is accused of murder, finding out you're a faerie might not be so bad after all.

Author Information
Holly Black is a bestselling fantasy author for teens and children. She is currently working on a graphic novel series called The Good Neighbors as well as novel about curses called The White Cat. When she isn't drinking coffee, or reading in her secret library, she enjoys playing with her cats, and writing in her journal at: http://blackholly.livejournal.com

Genre
graphic novel, urban fantasy

Curriculum Ties
fantasy art

Book Talking Ideas
Family secrets and betrayal.
How does Rue feel when she discovers that her entire life has been a lie?
Would you consider being a faerie a good or bad thing?

Reading Level
Grades 8+

Challenge Issues
violence, murder

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
I read this title for my author/genre assignment and really became intrigued with the portrayal of pure fantasy in the graphic novel format. Graphic novels as I knew them were a medium dominated by superheros, so to experience graphic depiction of faeries and other fantastic creatures was not only unique but enjoyable. Volunteering in the library this year I have really noticed how popular graphic novels are amongst teen readers. For the purpose of this blog assignment I wanted to include a range of as many graphic novel genres as I possibly could. The Good Neighbors fits into that small niche genre of Graphic Faerie fiction, and because of the specificity of subject matter, is an important title to become familiar with.

21. Valiant



Black, Holly. Valiant. ISBN: 978-0-689-86822-1. Simon & Schuster Books for Young Readers. First Edition, 2005.









Plot Summary
Valiant is the account of a 17-year-old tomboy named Valerie Russell, who after catching her boyfriend Tom and mother in a moment of intimacy, flees to New York City. Feeling lost and betrayed, Valerie shaves her head and wanders the streets of New York until she befriends a group of homeless runaways. Valerie’s new friends Lollipop and Sketchy Dave introduce Valerie to their life in the abandoned underground of New York City’s subway system. Valerie is also introduced to Dave’s brother Luis, who functions as the leader and mediator of the group in their task of serving the troll Ravus. Luis has “the sight”, passed down from his father, making him able to see and communicate with faeries in New York. Luis and Dave deliver a potion they call “Nevermore” made by Ravus to faerie folk living in exile in New York City. “Nevermore” acts as a protection against iron for faeries so that they are able to keep up their glamoured appearances.

“Nevermore” is meant to be used by faeries only, but Lollipop and Dave start injecting the potion to get high and Valerie ends up becoming hooked on the drug with them. Valerie becomes entangled further in the “Nevermore” underworld when she and Lolli are caught breaking into Ravus’ home. As punishment, Valerie must serve Ravus for all the items that Lolli tried to steal. Ravus puts Valerie on “Nevermore” delivery duty and soon after faeries on her delivery route turn up poisoned and dead.

Critical Evaluation
Black's second novel in the modern Faerie tale series takes a slight departure from her previous storyline presented in Tithe. Valiant is an urban fantasy with a much more human element compared to Black's previous work. Through her human character's she explores themes of depression, homelessness, and drug abuse. These very real problems will strike a chord with readers, and by adding supernatural elements to each of these issues, she dresses up her problems in layers of alluring fantasy. Valiant takes the gritty style of Holly Black’s urban faerie fantasy further by incorporating issues and themes important to teens today. By introducing issues of drug abuse, infidelity, homelessness, and family betrayal, Black’s bleak look at urban life is brought to the forefront. Teens today have friends who use drugs, see the homeless problem on street corners across America, and live in less than ideal family situations.

Valiant shows that even a normal athletic teenage girl can join the wrong crowd, spiral out of control, and lose her way. By living vicariously through Valerie, teens can help to make sense of their own life decisions. They are able to understand the hazards of drug use, the homeless lifestyle, and the feelings of betrayal without being told how to feel. This book can also be used by teens experiencing these issues as a coping mechanism, to illustrate that even an addict can overcome her addiction and lead a normal life again. The action in the story is upbeat, intense, and keeps readers turning the pages. The third person narrative style works well for the second book in the series allowing Black to explore the thoughts of the story’s different human and non-human characters. The constant action sets the pace for this tale of betrayal, murder, and revenge.

Reader's Annotation
Imagine catching your mom and boyfriend making out. Now imagine running away to New York City, living underground, and becoming the servant of a troll.

Author Information
Holly Black is a bestselling fantasy author for teens and children. She is currently working on a graphic novel series called The Good Neighbors as well as a novel about curses called The White Cat. When she isn't drinking coffee, or reading in her secret library, she enjoys playing with her cats, and writing in her journal at: http://blackholly.livejournal.com

Genre
urban Fantasy

Curriculum Ties
substance abuse

Book Talking Ideas

How does drug use destroy Valerie's life?
Forbidden love
How is Valerie betrayed in Valiant?
How does Valerie prove her courage and bravery?

Reading Level
grades 10+

Challenge Issues
drug abuse, homelessness, violence, sex

Challenge defense ideas:

1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
After reading several of Holly Black's urban fantasy novels for my author/genre study, I have decided to include this title for review because of the serious issues of drug abuse and homelessness it discusses. These are two issues that teens can read about in order to learn more and also to use as a means to cope.

22. Mad Magazine




Mad Magazine Staff. (2010). Mad Magazine, #503, $5.99. New York, NY: EC Publications









Magazine Information
The humorous Mad Magazine was founded in 1952 by Harvey Kurtzman, and originally ran as a comic book for E.C. publications before taking shape in the magazine format. The change to the Magazine format allowed for MAD to operate outside the Comics Code. As of 2010, the magazine has successfully reached over 500 issues, and now operates as a bi-monthly publication for D.C. comics and Warner Brothers.

Mad Magazine takes current pop culture, political news, and sports topics, then runs them through a blender of humor and satire. The magazine is filled with comic book and cartoon style art to illustrate the various parodies, reoccurring strips, and columns. The various exaggerated art styles of Mad artists add even more humor to the crude and clever articles. The popular Spy vs. Spy comic strip can be found within its pages as well as a folding page that reveals a unique image at the end of the magazine. The magazine also features a caricature rendition of mascot Alfred E. Nueman on each cover, which typically plays on current events. This magazine helps readers to find the humor in the misleading behavior of the American media, and provides nonstop comedy from start to finish.

Critical Evaluation
Mad Magazine has been a source of comedy and parody, depicting pop culture, film, television, and political figures for over 50 years. Before Saturday Night Live, before our spoof news television shows, there was Alfred E. Nueman and the talented writers and artists of Mad Magazine who devoted their professional lives to creating and delivering groundbreaking and influential comedy for American readers. This crude, often sexual, and violent humor places our media and culture into the spotlight, and allows readers to laugh at the garbage and lies spoon fed through American media outlets.

Current issues make fun of the infidelity of Tiger Woods, the promises of Barrack Obama, and the ridiculous plot of James Cameron's Avatar. The humor is evoked through the clever and media rich writing of Mad's staff writers and their play on words and popular news stories. A recent article is titled "Tiger Cheat" instead of "Tiger Beat," a magazine for teens, and depicts tiger woods surrounded by the girls in the media who claim to have been involved with him. Playing on words, a popular news story, and a magazine for teenage girls makes an article like this clever on a variety of levels. These clever articles and columns are enhanced by a variety of cartoon and caricature art styles, that suite the nature of the comedy. This magazine will appeal to fans of pop culture, comedy, and teenagers because of the comic inspired artwork and parody of popular media.

Reader's Annotation

Reality television stars, bumbling politicians, and unfaithful athletes have a common enemy that they are unaware of. That enemy is the humorous and outrageous
Genre
humor, Satire

Curriculum Ties

politics, sports, communications

Book Talking Ideas
Why is satire necessary in society?
What kinds of humor are distinctly American?

Reading Level
grades 9+

Challenge Issues
sex, language, violence

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
Mad Magazine was located in the young adult section of my local library and I realized that I had never actually read an issue. I have always been familiar with the image of Alfred E. Nueman, and after thumbing through the pages of a couple of issues, the humor and cartoon art really jumped out at me. The magazine discusses pop culture, sports, politics, and presents itself in a very nonsensical way. The topics and art discussed in this magazine, I feel, are very relevant and alluring for a teen audience.

23. Seventeen Magazine



Seventeen Staff. (2010). Seventeen, 69(5), $5.99. New York, NY: Hearst Magazines.










Magazine Information
Seventeen magazine, first published in 1944, is read by over 13 million people every month, making it the highest selling beauty and fashion magazine around. Each issue delves into fashion, beauty secrets, relationship advice, celebrities, entertainment, and health issues for teenage girls. The cover of each issue features a talented up and coming teenage star, articles by magazine editor Ann Shoket, and page after page of glossy fashion and beauty product advertisements. At the end of each issue the magazine also includes a section of embarrassing stories submitted by teen readers, and horoscopes for the month.

Critical Evaluation
Seventeen magazine is a visual explosion of all things popular and trendy for the teenage girl demographic. Each issue is filled with bright photographic spreads of celebrities and attractive teenage girls modeling the latest fashions and trends. Visually, the magazine utilizes every square inch of available space for the latest lipstick or summer shoes. The jumbled and busy layout of the articles and mass amounts of photographs give the magazine a collage feel for each of its double spread compositions. The few articles that exist amongst the mass amounts of advertisements, are brief, to the point, and often consist of nothing more than a couple of quotes. The magazine also features a few very important articles on female health inside each issue. These health related articles discuss everything from proper diet and exercise, to the hazards of excessive suntanning. Articles like these provide important educational knowledge for teenage girls, who might not seek out information on health issues otherwise.

Seventeen magazine, despite its simple articles, and emphasis on advertisements, has the ability to get teenage girls reading. Fashion and beauty, are for many teens a way of life, and unfortunately seventeen magazine promotes an image of beauty that for many teens is unobtainable. The slender, good looking, teenage model is plastered across every page, helping teenage girls to form their ideas and perceptions of teenage beauty. While this is the case, many of the magazine's articles will help teenagers to lead healthy lifestyles. The magazine will also function as a research tool for teen readers interested in working in the fashion industry.

Reader's Annotation
For teenage girls looking for fashion, beauty, and relationship advice, look no further than the pages of Seventeen magazine. With bright colored text, large detailed celebrity and fashion photographs, and page after page of advertising, teenage girls can disappear into the world of beauty, celebrity, and commerce.

Genre
fashion, beauty

Curriculum Ties
fashion, advertising

Book Talking Ideas
How does our society view beauty?
What makes something fashionable?

Reading Level
Grades 8+

Challenge Issues
sex

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the magazine in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material, give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
Including materials for teenage girls is important in rounding out this blog, and also for my own knowledge in understanding what teenage girls are reading.

24. Nintendo Power



Nintendo Staff. (May 2010). Nintendo Power, Issue #254, $19.95 yearly subscription. San Francisco, CA: Future US.










Magazine Information

Nintendo Power magazine has been in publication since its first issue in 1988. This groundbreaking first issue features Super Mario Brothers 2 on the cover, and since this issue Nintendo power has gone on to produce over 200 issues. Many of the early issues also featured strategy guides for upcoming Nintendo titles. The magazine today features reviews and previews of Nintendo games for both console and handheld systems. The magazine also features a section titled "pulse" that allows Nintendo fans to write in to staff members asking all of their Nintendo related questions. New issues feature a "downloads" section that analyzes downloadable content for WiiWare, DSiWare, and the Nintendo Virtual Console. The magazine also reminds readers of its successful history, with a section titled "playback," that features reviews of popular games from Nintendo's classic consoles.

Critical Evaluation
Will user generated content be the future of video games? Will Super Mario Galaxy 2 be the top rated game of the decade? Questions like these, and many more, are explored and answered in the pages of Nintendo's offical magazine Nintendo Power. Nintendo Power features fan letters, reviews and previews of new video games, gaming news, interviews, featured stories, and a preview of upcoming issues. Aside from the wealth of information presented in each issue, the articles and stories are well written, at times humorous, and always informative. The reviews are authoritative and staff writers are not hesitant to be critical. Based on a number system, reviews range from 1-10, with 10 being the highest score and 1 being the lowest score possible. These in depth reviews also feature video game screen grabs that present gaming action relevant to the content discussed in each review. Along with including new reviews, each issue of Nintendo Power features a review archive with abridged versions of reviews from the past magazine year. The comprehensiveness and attention to detail in each issue is not spent solely on current gaming issues and concerns. Nintendo Power pays homage to the history of Nintendo consoles and games through a "playback" section that reviews classic games from Nintendo's past, such as Mega Man 64 in the magazine's most current 2010 issue.

Nintendo Power goes the distance to give video game fans a look into the world of Nintendo beyond the games and systems. Each issue features a "Power Profiles" section that gives a behind the scenes look at what it's like to work in the video game industry. These interviews give advice to teens thinking about video game design as a career, making it an important career tool for library staff and teachers. The magazine also features interviews with Nintendo legends like Mario creator Shigeru Miyamoto. These interviews give gaming fans valuable insight into the company and the direction it's headed. Because of the ability of the Nintendo Wii and DS to connect online, Nintendo Power also features an in depth section reviewing new downloadable games and also classic games that have been re-released for the Nintendo Virtual Console. Nintendo embraces the benefits of new technology in each issue by detailing future projects, and they also pay tribute to their fans by answering emails and showcasing fan created content in their "Community" section. As a magazine, Nintendo Power is so much more than a compilation of reviews and articles, it is a guide for the future of gaming.

Reader's Annotation
The Nintendo Company has produced some of the most popular game consoles and characters in video game history. Gamers interested in learning about the latest products for the Nintendo Wii and Handheld DS, and also about Nintendo's past classcs, have to look no further than the pages of Nintendo Power magazine.

Genre
Video games

Curriculum Ties

Video game programming

Book Talking Ideas

How has the Nintendo gaming console changed over the years?
Why are Nintendo's characters so popular amongst gamers?

Reading Level

Grades 6+

Challenge Issues
N/A

Reason For Selection
With the popularity of the Nintendo Wii and handheld DS amongst teenage gamers, I felt that a review of Nintendo Power magazine was necessary for this blog. Nintendo Power is the essential source for all things Nintendo, from reviews, news, and merchandise to interviews and articles featuring top video game designers and manufacturers. This was a magazine that I read growing up in the early 1990's and it is still relevant for teenagers today because of Nintendo's continued adaptation to new technology and effort to meet gamer expectations and needs.

25. Punch Out



Nintendo. Punch-Out!! Virtual Console. 2007.










Rating
E for Everyone

Plot Summary
17-year old rookie boxer from the Bronx, Little Mac, and his trainer Doc Luis are ready to enter the big time. Through training, and several minor title fights, they slowly make their way through the World Video Association boxing circuit. Little Mac is smaller than his opponents, and features only 3 basic punches, but that doesn't stop the skill of the gamer from helping him to outsmart and counter attack his more skilled opposition. Mac starts his journey facing easier boxers, like Glass Joe, until he meets his final contender Mr. Dream. Mr. Dream fills in for Mike Tyson in the Virtual Console version of the game, because of Mike Tyson's expired contract, and is more than a worthy opponent for the confident Little Mac. Through the help of his signature star uppercut and the ability of the gamers controlling him, Little Mac has the chance to become the world heavyweight champion. The only thing standing in his way are 12 of the world's most skilled and talented fighters.

Critical Evaluation

The Nintendo Company has made a living from reviving its classic video game characters such as Donkey Kong, Mario, Zelda, and Kirby. It only makes sense that with the internet capabilities of the Nintendo Wii gaming console, that Nintendo would reintroduce the classic games that made it popular to a new generation of gamers. Everything from the sound effects, music, and game play remain the same in this 2007 Virtual Console rendition of the classic 1990 NES title Punch-out!! Nintendo has made some subtle changes in character dialogue and names because of expired contracts, but the changes are so minimal that classic gamers will have nothing to complain about. The other major difference classic Punch-out!! fans will notice is the newer classic gaming controller introduced by Nintendo. This controller offers four buttons instead of two and includes two additional directional pads that make the controller playable with a variety of games originally created for different systems. While teen gamers today might laugh at the simple graphics and corny characters, they wont be laughing at the addictive game play, challenging opponents, and overall fun that the game delivers. Teens gamers today will enjoy learning the different fighters tells and moves, and the patterns that classic games employed. Classic games like Punch-out!! survive and remain relevant because they are fun to play. A good game stands the test of time because of the enjoyment that its players receive, and Punch-out!! is as much of a joy today as it was during it's original release.

List of Fighters (Alphabetical)
Bald Bull, Don Flamenco, Glass Joe, Great Tiger, King Hippo, Mr. Dream, Mr. Sandman, Piston Honda, Super Macho Man, Soda Popinski, Von Kaiser.

player's Annotation
A little boxer named Little Mac has a lot to prove in the world of professional boxing. His classic quest to fight the world's best will lead him to the ultimate challenge; a chance to fight against Mr. Dream.

Virtual Console information
The Nintendo Virtual Console is a specialized section of the Nintendo Wii shopping channel that allows players to purchase Nintendo Points, which can be used in exchange for downloads of classic video games from systems like Super Nintendo, Sega Master System, and even arcade hits. The classic games for download are made available through emulation software, with most games costing between 500-1200 points. 1,000 points costs right around ten dollars, with more expensive games being the ones that come from newer systems with larger file sizes. Nintendo makes access to classic games obtainable for everyone with a broadband internet connection, and is currently trying to amass the greatest playable video game archive in history.

Genre

Sports

Curriculum Ties
N/A

Reading Level

Grade 5+

Challenge Issues

Violence

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
There has been a sudden resurgence in the world of classic gaming with the popularity of the Nintendo Wii. The Wii shopping channel allows new gamers and classic gamers alike to purchase the games that made Nintendo famous and successful. Repackaging the games for a new generation is important to show teens how far video games and technology have come so that they can appreciate gaming history.

26. Excite Bike



Nintendo. Excite Bike. Virtual Console. 2007.











Rating

E for Everyone

Plot Summary
Excite Bike is a side-scrolling motocross game that gives players the option between racing against computer racers or solo against time. At the start of each race players have the option of selecting one of five different playable tracks. Players must finish in the top three finishers to advance to the fifth and final Excite Bike championship race. Players control their racer using the directional pad on the Nintendo classic controller and accelerate using the a or b button. Players must be conscious of their acceleration speed and be aware of the visible overheat meter, because if they don't, the bike will crash, affecting the qualification to next round. Excite Bike players also have the ability to create their own tracks with ramps, bridges, and other obstacles.

Critical Evaluation

Originally released in 1984 for the Nintendo Entertainment System, Excite Bike returns with a new and improved version for the Nintendo Wii Virtual Console. The virtual Console release of this classic game allows players to save their track creations, which was something that the original release was not capable of. The same classic racing sound effects and game play are employed in this emulation, and the ability to create custom track obstacles will be just as fun for gamers today as it was over 15 years ago. Gamers can still knock riders off the road, crash land, and race to set time track records. There is beauty in the simplicity of the 8-bit graphics and minimal controls that make this game so enjoyable. The one downside to this new release is that Nintendo failed to add a two player option that would make this game more popular for group gaming. Racing games have come a long way, and many of the elements that make Excite Bike so popular, such as customizable tracks, and saved best times, are now staples in the racing genre of video games.

player's Annotation
8-bit racing has never looked so good. Relive the challenging courses, tough time trials, and avoid overheating in the Nintendo Wii virtual console release of Excitebike!

Virtual Console information

The Nintendo Virtual Console is a specialized section of the Nintendo Wii shopping channel that allows players to purchase Nintendo Points, which can be used in exchange for downloads of classic video games from systems like Super Nintendo, Sega Master System, and even arcade hits. The classic games for download are made available through emulation software, with most games costing between 500-1200 points. 1,000 points costs right around ten dollars, with more expensive games being the ones that come from newer systems with larger file sizes. Nintendo makes access to classic games obtainable for everyone with a broadband internet connection, and is currently trying to amass the greatest playable video game archive in history.

Genre

Racing, Sports

Curriculum Ties

N/A

Reading Level

N/A

Challenge Issues
N/A

Reason For Selection
There has been a sudden resurgence in the world of classic gaming with the popularity of the Nintendo Wii. The Wii shopping channel allows new gamers and classic gamers alike to purchase downloads of the games that made Nintendo famous and successful. Repackaging the games for a new generation is important to show teens how far video games and technology have come so that they can appreciate gaming history. I selected the games that I did for the blog assignment because they were the only games that I had access to. My brother is a huge fan of classic gaming and the majority of games he owned were on the virtual console.

27. Super Mario Brothers 3



Nintendo. Super Mario Brothers 3. Virtual Console. 2007.










Rating
E for Everyone

Plot Summary

Super Mario Brothers 3 is the third installation in the Super Mario series for the Nintendo Entertainment System. Mario and Luigi are two plumbers who have somehow got themselves mixed up in the world of Mushroom Land where princesses, coins, and evil creatures are a common sight. In this title, Mario and Luigi must save the rulers of seven different kingdoms from the evil Bowser and his seven Koopa kids. Each of these seven rulers has been transformed into an animal and it is up to Mario and Luigi to recover magic wands in order to turn them back into their human selves. Each of these seven kingdoms exists in a unique environment that sets the stage for the different levels of the game. Mario and Luigi battle their way from level to level until they reach each ruler's castle, where they must defeat one of Koopa's kids. Mario and Luigi receive help along the way from new power ups such as a frog suit that allows Mario to swim like a frog, and a Tanooki suit that allows Mario to turn to stone. This scrolling-level game is filled with secret rooms, more difficult villains, and action than the previous Mario titles. The final showdown between Mario and Bowser takes place in the 8th and final world known as "Dark Land." This challenging world is extremely difficult, allowing for only the best of players to finish triumphantly.

Critical Evaluation
One of the best selling video games of all time is now accessible to the world again thanks to the Nintendo Virtual Console. The Nintendo team took the traditional side-scrolling action of the previous Mario adventures and unleashed a world of exploration completely new to video games. Mario has the ability to fly to new lands and levels in the sky, he can disappear behind gaming walls, and he can maneuver forwards and backwards through the depths of the oceans. In this re-release of the original 1990 U.S. Nintendo version, the game play and excitement remain the same. Some gamers will notice subtle differences in the quality of graphics that were not noticeable on the original release. There is a thin grey bar on the left side of the screen, and during some of the forced scrolling sections of the game there is a slight flicker from time to time.

The new controller will present slight differences for classic gamers, but teens and children used to the Nintendo classic controller will never know the difference. With new Mario titles coming out for the Wii like Super Mario Brothers Galaxy and the New Super Mario Brothers, a new generation of gaming enthusiasts will want to play the games that made Mario the iconic character he is today. This re-release does not disappoint, and is just as entertaining and groundbreaking today as it was over 15 years ago.

Player's Annotation
Mario and Luigi are back and this time with new moves, new villains, and new world's to explore. Bowser is back too, and this time he's brought company.

Virtual Console information

The Nintendo Virtual Console is a specialized section of the Nintendo Wii shopping channel that allows players to purchase Nintendo Points, which can be used in exchange for downloads of classic video games from systems like Super Nintendo, Sega Master System, and even arcade hits. The classic games for download are made available through emulation software, with most games costing between 500-1200 points. 1,000 points costs right around ten dollars, with more expensive games being the ones coming from newer systems with larger file sizes. Nintendo makes access to classic games obtainable for everyone with a broadband internet connection, and is currently trying to amass the greatest playable video game archive in history.

Genre

Action

Curriculum Ties
N/A

Reading Level
N/A

Challenge Issues
N/A

Reason For Selection
There has been a sudden resurgence in the world of classic gaming with the popularity of the Nintendo Wii and the addition of new Mario titles. The Wii shopping channel allows new gamers and classic gamers alike to purchase downloadable versions of the games that made Nintendo famous and successful. Repackaging games for a new generation shows teen gamers how far video games and technology have come so that they can appreciate gaming history.

28. Big Brain Academy Wii Degree





Nintendo. Big Brain Acadeny Wii Degree. 2007. ASIN: B000OAO188









Rating
E for Everyone

Overview
Big Brain Academy Wii Degree is a puzzle and problem solving game developed by Nintendo that features 15 different mini games divided into five different categories. These categories include: Identify, Memorize, Analyze, Compute, and Visualize. Gamers also have the choice of determining the difficulty of gameplay by selecting between easy, medium, hard, and expert modes. Puzzle solving is accomplished with the Wii remote and user hand movements, as well as navigation from one puzzle to the next. Examples of games include: popping numbered balloons from lowest to highest, finding what's different amongst a series of similar images, and determining what object is illustrated the most in a composition. The game features both solo and multi-player modes that make it engaging for social events and solitary play. Users can create their own "Mii's" in this title and enroll them into the Big Brain Academy to compete against gamer scores from around the world. The online capability of the game allow gamers to compare their game scores called "report cards" with anyone they want.

Critical Evaluation
Combining math, object recognition, and pattern problems into a video game doesn't sound like it would be very popular, but leave it to Nintendo to prove everybody wrong. Branching from the popular Big Brain title for the handheld Nintendo DS, Big Brain Academy Wii Degree expands the gameplay for the larger Nintendo Wii platform. Allowing up to 8 different player to participate is a definite enhancement of the DS version, making Big Brain gameplay a very social event. Graphically this title, like many other Wii titles, is very simple. The simplicity of the graphics and design make navigating the game and solving the puzzles a breeze. Players don't have the distraction of overdone graphics, instead they can focus on the colorful characters and puzzles, and the overall clean design of the interface.

Depending on the scores you receive from the various puzzles, your brain size receives a ranking that you can use to compare and compete against friends with. Another clever feature of the game is the display of easy to follow stats that map how your brain has improved over time. The dual player challenges are also alluring, making Big Brain Academy Wii Degree a great choice for social gatherings. This title will also have allure for children looking to improve their problem solving capabilities, and also teens and adults who enjoy puzzles and games that are educational and fun.

Reader's Annotation
Create your own character and challenge your friends in five different modes of problem solving entertainment in the latest educational game from Nintendo Big Brain Academy Wii Degree.

Console Information
The Nintendo Wii is a popular video game console released by the Nintendo company in 2006. The system utilizes special remote controls and sensors that allow players to control game play with different body motions. The console is backward compatible with Nintendo's previous gaming console, allowing players to play all of their favorite Game Cube games. The system plays optical discs and also has the capability to download classic game titles through the Wii shopping channel. The Wii interface is based around channels, similar to television channels, featuring news, weather, photos, and a Mii channel that allows players to create their own customizable characters. The system utilizes simple graphics and interactive gameplay that target a broader non-gamer audience. This system is appealing to the whole family and many of the games are best enjoyed through group participation.

Genre
educational, puzzle

Curriculum Ties
math, problem solving

Reading Level
N/A

Challenge Issues
N/A

Reason For Selection
The Nintendo Wii is one of the most popular video game systems for teens and the Big Brain Academy game is an important teaching tool and learning device to help foster healthy development amongst teen users.

29. Wii Sports



Nintendo. Wii Sports. 2006. ASIN: B0017Q4DGI












Rating
E for Everyone

Overview
Wii sports allows groups of gamers to play in five different sporting contests, including: boxing, golf, baseball, tennis, and bowling. Each of these athletic competitions is controlled by player movements through Nintendo's innovative wireless remote controls and sensors. These motion based games are extremely simple to play. For the baseball game, players swing the remote like a bat when hitting, and perform a throwing motion with the remote when pitching. The interactive nature of the different sports games allow players to feel like they are actually playing the sports on the screen. Players can also develop their own characters to play in these contests and up to four player total can participate in games like tennis. Wii sports is a packaged game that comes with the purchase of a Nintendo Wii and for many Wii users will be their first experience with the console.

Critical Evaluation
The athlete inside us all is unleashed with the release of Nintendo's Wii Sports. The innovative motion based gameplay of the Wii turns athletic competition into a fun and interactive experience to be played by friends and family in the comfort of the home. Each of the five playable sporting events in Wii Sports offer a unique gaming experience. Games like bowling and tennis allow up to four players to compete at a time, and other games like golf are extremely entertaining and challenging to play solo.

The success and enjoyment from Wii Sports comes from the simple playability. In a matter of seconds inexperienced gamers will be able to challenge the best Wii boxer, or bowler with ease. The option to create and save your own characters on the Mii channel is also a joy in itself. Players in no time will have a small army of "Mii's" to represent their family and friends. All of these pros overshadow the one con of poor graphics. The characters and their movements are very stiffly animated and appear more like small children's toys than actual athletes. This may turn off some teen gamers, but it may also be alluring to others. In order to reach a broader audience, Nintendo made the conscious decision to simplify the look of games like Wii Sports to attract the hesitant gamer. By making games appear visually simpler, reluctant gamers will be less hesitant to jump on board Nintendo's gaming empire.

Player's Annotation
Create your own character and challenge your friends to five different sporting events in Nintendo's new motion detecting video game Wii Sports.

Console Information
The Nintendo Wii is a popular video game console released by the Nintendo company in 2006. The system utilizes special remote controls and sensors that allow players to control game play with different body motions. The console is backward compatible with Nintendo's previous gaming console, allowing players to play all of their favorite Game Cube games. The system plays optical discs and also has the capability to download classic game titles through the Wii shopping channel. The Wii interface is based around channels, similar to television channels, featuring news, weather, photos, and a Mii channel that allows players to create their own customizable characters. The system utilizes simple graphics and interactive gameplay that target a broader non-gamer audience. This system is appealing to the whole family and many of the games are best enjoyed through group participation.

Genre
sports

Curriculum Ties
physical Education

Reading Level

N/A

Challenge Issues
N/A

Reason For Selection

The Nintendo Wii is one of the most popular video game systems on the planet and the Wii Sports game that comes packaged with the system is partially responsible for its success.

30. Word Freak




Fatsis, Stefan. Word Freak. ISBN: 978-0-14-200226-1. Penguin Books. First Edition, 2001.








Plot Summary
Reporter Stefan Fatsis has always had a fascination with words and has been interested in the game of scrabble since he was a teenager. By professional scrabble standards his skills at best make him a good living room player. Guided by his scrabble fascination, Fatsis begins to play with regular scrabble enthusiast's in New York's Washington Square Park. Fastis begins to learn from the players hustling him at the park, and these games eventually lead to his involvement in structured scrabble tournaments in New York scrabble clubs. Fatsis become obsessed with increasing his low scrabble ranking and continues to enter tournament after tournament in hopes of increasing his score. The higher your score, the better chance you have of qualifying for one of the major scrabble tournaments. Fatsis assures players in these tournaments that he is a reporter, but slowly he becomes one of them; a lost soul obsessed with words and scores. Along this crazy journey Fatsis meets a colorful cast of scrabble characters, including: the pill-popping stand up comedian Matt Graham, the militant Marlon Hill, and geniuses Joel Sherman and Joe Edley. Fatsis documents the success and failures of this group as they travel across American competing for high scores, glory, and cash prizes.

Critical Evaluation
Stefan Fatsis begins his journey in Word Freak as an interested Scrabble reporter, but leaves a devoted fan and contender. He dedicates every free second he has to learning the two and three letter words that will increase his scrabble rating and gain him the respect he wants from the scrabble community. Fatsis weaves his memoir of life in the professional scrabble circuit with the interesting history, philosophies, and strategies of the game. The various cast of characters he meets along the way are as different as can be, but they all have one commonality, an obsessive personality and the drive to become the best.

Fatsis explores the theme of obsession from the very beginning of the book, by discussing the trial and error in inventing Scrabble by unemployed Architect Alfred Butts during the Great Depression. Little did Mr. Butt's know that his obsessive personality over making the perfect board game for people to play during the Depression, would carry over to those who took the game and turned it into a lifestyle. Fatsis discusses the culture of Scrabble just as much as he discusses his struggle to become one of the best. His interest in the lives of Scrabble's great players gives readers a behind the scenes look at who these people are and why they devote their lives to a game most readers might only play casually with family and friends. Word Freak takes readers on a thrilling ride through the ups and downs of tournament play, and for better or worse, shines a new light on the lives of a small devoted subculture in America. Fatsis turns the subject of a board game into the journey of an unlikely hero, as he takes on word giants in the arena of professional Scrabble.

Reader's Annotation
Scrabble is one of the most popular board games in America, but for a small group of players, this game is a way of life. Reporter Stefan Fatsis, a self proclaimed "word freak," turns his fascination for Scrabble into a journey that will lead him from small games in Central Park to the Scrabble World Championships.

Author Information
Stefen Fatsis is an author, sports reporter, and regular contributor to National Public Radio. His he written two novels in addition to Word Freak, including: A Few Seconds of Panic: A Sportswriter Plays in the NFL and Wild and Outside. Fatsis has had an interesting career, beginning with covering hockey and soccer games for his local paper in Pelham, New York. In 1995, Fatsis was hired to cover sports for the Wall Street Journal. In 1997, Fatsis became a regular contributor to the NPR morning radio show "All Things Considered." Fatsis continues to write from his home in Washington D.C., and is a regular on various sports podcasts and television programs.

Genre
journalism, hobbies

Curriculum Ties

N/A

Book Talking Ideas
Discuss the obsessions of the different scrabble players.

Reading Level
Grade 10+

Challenge Issues
drug use, language

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection
One of my friend's younger brothers, who is a senior in high school, is always playing a Scrabble application on his iPhone. Then the more I started to look around the more I began to notice other teens doing the same. I felt that with the resurgence of this classic board game on cell phones, a book about Scrabble strategy and history might be of interest to teen readers.

31. Parrotfish




Wittlinger, Ellen. Parrot Fish. ISBN: 978-1416916222. Simon & Schuster Children's Publishing. First Edition, 2007.








Plot Summary
Angela McNair lives in a pretty typical family. Her sister is interested in popularity, her brother in video games, and her father loves to go overboard with the family Christmas decorations. The only thing not so normal is that Angela wants to be a boy with the name Grady. Angela's father and brother are fairly accepting of the decision to changer genders, but Mrs. Mcnair and Angela's best friend couldn't be more confused. Angela's decision to become Grady and change genders makes her the target of Danya the school bully. Grady makes an unlikely friend in Sebastian, the resident social school geek, and depends on his friendship for support during this difficult transition in his new life. Grady also receives support from his school gym teacher, who defends his choice in the face of bullying and a less than professional principal. During this difficult transition Grady has his first encounter with young love and his family learns to throw out traditional ideas and to be accepting of new ones.

Critical Evaluation
Parrotfish explores the difficult time of transitioning between genders for a young high school girl wising to become a boy. This difficult and very sensitive issue is written in a very straightforward and thoughtful way. Wittlinger makes the issue of changing gender a very comfortable and confident decision for Grady to make and through her comparisons with other species in the animal world, readers discover just how common the desire to change genders actually is. This narrative is driven by the strong voice of Grady and his comedic internal dialogue.

Parrotfish would make a great introductory piece for people interested in understanding gender and gender identity, as well as for teens looking for a means to cope with their own gender issues. The tone of the novel is very confident, helping to demonstrate just how natural and right the decision to change genders must feel for those who wish to. Grady develops into a stronger individual as the novel progresses. He develops confidence to stand up to the school bully and even to pursue the girl of his dreams. Parrotfish is a novel that can help to inform readers about transgender issues while also entertaining through interesting characters and the use of comedic internal dialogue.

Reader's Annotation
Angela wants to be a boy. Today is the day that Angela becomes Grady, and her high school life is shaken upside down.

Author Information
Ellen Wittlinger was born in the small town of Belleville, Illinois in 1948. Wittlinger received a Master's of Fine Arts degree from the University of Iowa and published her first book of poetry Breakers in 1979. She continued writing poetry and plays until she took on a new career as a children's librarian. During her time as a children's librarian, Wittlinger developed a fondness for young adult fiction and from that moment on she began to write for teens. Wittlinger first young adult novel Lombardo's Law was published in 1993.

Genre
LGBT

Curriculum Ties
transgender issues

Book Talking Ideas
Discuss difference between sexuality and gender.
Describe how Grady feels about his decision to come out.
Re-enact excerpt from Christmas play.

Reading Level
grades 9+

Challenge Issues
gender roles, transgendered youth

Challenge defense ideas:
1. Make sure you are familiar with your library collection and the book in question.
2. Be familiar with your library collection policy.
3. If possible, speak with the person challenging the material and make sure they feel comfortable. Ask the customer what they disliked or disapproved of in the resource. If they still insist on challenging the material give them instructions on how to file a formal complaint.
4. Research professional reviews that speak to the material's merit, and get input from teen readers on why they found the book important.

Reason For Selection

This is the first novel about transgender that I have read, and I thoroughly found the issue interesting and educational. This book is a great way for people to become acquainted with transgender issues and the hardships for teens dealing with their transition.

32. A Poem of Her Own




Clinton, Catherine. Valiant. ISBN: 978-0-8109-4240-0. Abrams. First Edition, 2003.









Plot Summary
A Poem of her own is a celebration of female American poets, that showcases poetry from the perspective of American women throughout America's history. The poems in this collection are compiled by editor Catherine Clinton, and are composed in chronological order beginning with Anne Bradstreet's 1698 poem "The Author To Her Book," and ending with Naomi Shihab Nye's 2003 work titled "Women Who Came Before Us." Clinton gives a detailed introduction to this title, discussing the important and diverse women contained within the collection's pages. She also includes detailed biographies of the collection's 25 different poets at the conclusion of the book. The poems in the collection discuss a range of themes about being a woman in America. Early poems discuss oppression, and later poems discuss liberation, celebration, and reflection. This collection gives readers a unique look at the voice of women and how it has changed throughout American history.

Critical Evaluation

The voice of America's women sing in the poetry collection A Poem of Her Own. This collection of poetry comprises 25 of the most celebrated and important poems in America's history. Each of these poems is written from the unique perspective of women living in different time periods, ranging from the late 15th century to the early 21st. As this collection proceeds, readers can see how life and the outlook on life changed for American women. The subjects and themes explored by the poems in this collection are just as varied as the women who scribed them. Some poets like Phillis Wheatley were American slaves, while others like Emily Dickinson were secretive and reclusive. Many of the poems in A Poem of Her Own discuss themes of childhood, the female body, immigration, and the natural world. The collection also includes famous poems such as "The New Colossus" by Emma Lazarus, which is inscribed on the Statue of Liberty, and "Over the River and Through the Woods" by abolitionist Lydia Maria Child. This collection of poetry is inspiring, and gives teenage readers a glimpse into the struggles that American women fought to overcome through expression with the written word. Teenage girls will find strength in the words of these strong American women, and can use this strength, in turn, to inspire their own creative expression.

An added bonus to this poetry collection is the wonderful art by artist Stephen Alcorn. Alcorn presents a single illustration to accompany each of the 25 different poems and uses a more metaphorical approach to the subject matter in his compositions. Alcorn uses a muted color pallet and speckled effect that creates texture and age in his paintings. His dominant use of curved lines provides his compositions with a very feminine and organic feel. This feminine and organic feel is often contrasted with the juxtaposition of rigid and static shapes, symbolizing the harsh world that the female poets discuss in their poetry. A collection like is important for teenagers today. It gives them a valued look at American women, literature, and history. This collection celebrates the art of American women and gives them a new voice for a new generation.

Reader's Annotation
American woman have had a voice in this country through poetry for over 300 years. A Poem of Her Own compiles the poems of celebrated American women into a collection that spans America's vast history.

Author Information
A Poem of Her Own is a collection of poetry written by 25 different American women between the years of 1678 and 2003. The group of women who wrote this collection led different lives and witnessed America through different upbringings and experiences. Some of the poet's in this collection were slaves, such as Phillis Wheatley, while others were the daughter's of Chinese or Palestinian immigrants. Their differences give this collection a more complete view of American life through history. Despite their differences in age, culture,and social standings, these poets are joined by their experiences as American women.

Genre
poetry

Curriculum Ties
poetry, American Women, American History

Reading Level
Grades 7+

Book Talking Ideas
How has the voice of American woman changed since the founding of our country?
Discuss the various lives of the poets in the collection.
Read popular excerpts.

Challenge Issues
N/A

Reason For Selection
I wanted to include a collection of poetry in my blog that was written from the perspective of different female poets. While browsing through a poetry display in the young adult section of my local library, I happened to come across A Poem of Her Own. With the selection of this title, my blog contains a more balanced view of life as witnessed by women. This collection was written by slaves, abolitionists, feminists, Pulitzer Prize winners, socialites, and reclusive figures whose fame came only after death.