Reading is a thrill. I say this as someone who has jumped off 65 foot cliffs into rivers, backpacked into the wilderness, flown in small planes over the Himalayas, and fallen in love. Reading CAN be thrilling. Please read the first two entries of this blog to learn more about what I mean...
Saturday, June 15, 2013
Ender's Game
Card, Orson Scott. Ender's Game. Tor Science Fiction, 1994. ISBN: 978-0812550702
First things first: this is a great book. It thoroughly satisfies as a science fiction, as a philosophical journey, and as a well-written story.
And it is not necessarily a tween's book. Although there are many tweens who may be ready to grasp the dark concepts presented, we must remember that tweendom is that volatile stage between child and young adult, where individuals develop at different paces depending on their life experiences and natural maturation.
Like Collin's The Hunger Games, themes of violence, loss of innocence, totalitarian government, and premature death are prevalent. The reader must wrestle with ideas of religion, science, bullies and loneliness.
But, for those who can grasp abstract concepts and existential ideas, it is excellent.
And it's a lot of fun, too. What young person does not dream of being "special", a genius plucked from society and destined for greatness? Especially appealing to boys and active girls, tweens will be able to conjure up images of floating through weightless space, training for missions, and going on a fantastic journey.
Ender's Game is a wonderful contribution to young adult science fiction that should not be overlooked. I would recommend it for ages 12 and older, but only tentatively. If you are an adult, read it for yourself and decide if your tween is ready.
And since it is being made into a major motion picture in 2013, this is the perfect opportunity to enter into literary and topical discussions with your tween prior to the movie release.
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