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The Game of Boys and Monsters

The Game of Boys and Monsters
Author: Rachel M. Wilson
Publisher: Harper Collins
Total Pages: 41
Release: 2014-10-07
Genre: Young Adult Fiction
ISBN: 0062330586

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From Rachel M. Wilson, author of Don't Touch, comes an eerie and utterly compelling short story about best friends Leslie and Evy, whose friendship changes when the enigmatic Marsh brothers move to town. Nina LaCour, author of Everything Leads to You, Hold Still, and The Disenchantments, called Rachel M. Wilson's debut novel, Don't Touch, "a tender love story about the beauty and the risk of showing someone who you really are," while Tim Wynne-Jones, author of Blink & Caution, hailed it as "fiercely compelling, darkly funny, and [a novel that] hums like a high-tension wire with energy." Epic Reads Impulse is a digital imprint with new releases each month.


Hey, That's MY Monster!

Hey, That's MY Monster!
Author: Amanda Noll
Publisher: Flashlight Press
Total Pages: 32
Release: 2018-03-21
Genre: Juvenile Fiction
ISBN: 1947277081

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This enhanced eBook features read-along narration. Winner: CLC Seal of Approval 2017 Literary Classics Book Awards, Silver, Preschool/Early Reader Fantasy Finalist: 2017 Literary Classics Book Awards 2017 PNBA Long-List When Ethan looks under the bed for his monster, he finds this note instead: "So long, kid. Gotta go. Someone needs me more than you do. –Gabe" How will Ethan ever get to sleep without his monster's familiar, comforting snorts? And who could need Gabe more than Ethan does? Gabe must have gone to Ethan's little sister's room! She has been climbing out of bed every night to play, and obviously needs a monster to help her get to sleep – but not HIS monster! Ethan tries to help his sister find her own monster, but none are the perfect blend of cute and creepy. Just when it seems that Ethan will lose his monster forever, an uninvited, tutu-toting little monster full of frightening fun appears. Following in the spooky-silly tradition of I Need My Monster, here's another irresistible monster-under-the-bed story with the perfect balance of giggles and shivers.


Slasher Girls & Monster Boys

Slasher Girls & Monster Boys
Author: April Genevieve Tucholke
Publisher: Penguin
Total Pages: 402
Release: 2016-09-06
Genre: Young Adult Fiction
ISBN: 0147514088

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For fans of Stephen King, Neil Gaiman, American Horror Story and The Walking Dead comes a powerhouse anthology featuring some of the best thriller and horror writers in YA Stefan Bachmann, Leigh Bardugo, Kendare Blake, A. G. Howard, Jay Kristoff, Marie Lu, Jonathan Maberry, Danielle Paige, Carrie Ryan, Megan Shepherd, Nova Ren Suma, McCormick Templeman, April Genevieve Tucholke, Cat Winters A host of the sharpest young adult authors come together in this collection of terrifying tales and psychological thrillers. Each author draws from a mix of literature, film, television, and music to create something new and fresh and unsettling. Clever readers will love teasing out the references and can satisfy their curiosity at the end of each tale, where the inspiration is revealed. There are no superficial scares here; these are stories that will make you think even as they keep you on the edge of your seat. From blood horror, to the supernatural, to unsettling, all-too-possible realism, this collection has something for anyone looking for an absolute thrill.


Monster Games

Monster Games
Author: Melissa Lagonegro
Publisher: RH/Disney
Total Pages: 34
Release: 2013
Genre: Juvenile Fiction
ISBN: 0736431063

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The characters from "Monsters University" compete in the Monster Games.


Killing Monsters

Killing Monsters
Author: Gerard Jones
Publisher: Basic Books
Total Pages: 274
Release: 2008-08-04
Genre: Psychology
ISBN: 0786723610

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Children choose their heroes more carefully than we think. From Pokemon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even violent and trashy entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions, helps them build stronger selves, leaves them less at the mercy of the pop-culture industry, and strengthens parent-child bonds. Jones has written for the Spider-Man, Superman, and X-Men comic books and created the Haunted Man series for the Web. He has also explored the cultural meanings of comic books and sitcoms in two well-received books. In Killing Monsters he presents a fresh look at children's fantasies, the entertainment industry, and violence in the modern imagination. This reassuring book, as entertaining as it is provocative, offers all of us-parents, teachers, policymakers, media critics-new ways to understand the challenges and rewards of explosive material. News From Killing Monsters: Packing a toy gun can be good for your son-or daughter. Contrary to public opinion, research shows that make-believe violence actually helps kids cope with fears. Explosive entertainment should be a family affair. Scary TV shows can have a bad effect when children have no chance to discuss them openly with adults. It's crucial to trust kids' desires. What excites them is usually a sign of what they need emotionally. Violent fantasy is one of the best ways for kids to deal with the violence they see in real life.


I Need My Monster

I Need My Monster
Author: Amanda Noll
Publisher: Flashlight Press
Total Pages: 32
Release: 2017-09-13
Genre: Juvenile Fiction
ISBN: 1947277014

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This enhanced eBook features read-along narration. A unique monster-under-the-bed story with the perfect balance of giggles and shivers, this picture book relies on the power of humor over fear, appeals to a child's love for creatures both alarming and absurd, and glorifies the scope of a child's imagination. One night, when Ethan checks under his bed for his monster, Gabe, he finds a note from him instead: "Gone fishing. Back in a week." Ethan knows that without Gabe's familiar nightly scares he doesn't stand a chance of getting to sleep, so Ethan interviews potential substitutes to see if they've got the right equipment for the job—pointy teeth, sharp claws, and a long tail—but none of them proves scary enough for Ethan. When Gabe returns sooner than expected from his fishing trip, Ethan is thrilled. It turns out that Gabe didn't enjoy fishing because the fish scared too easily.


Trapped in a Video Game: The Complete Series

Trapped in a Video Game: The Complete Series
Author: Dustin Brady
Publisher: Andrews McMeel Publishing
Total Pages: 720
Release: 2020-04-01
Genre: Juvenile Fiction
ISBN: 1524862932

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Five books in one! With nonstop action, huge plot twists, and tons of humor, this series will quickly have your 7- to 12-year-old video game fan begging for just one more chapter. Getting sucked into a video game is not as much fun as you'd think. Sure, there are jetpacks, hover tanks, and infinite lives, but what happens when the game starts to turn on you? In this best-selling series, 12-year-old Jesse Rigsby finds out just how dangerous video games-and the people making those games - can be. Book One: Trapped in a Video Game Jesse hates video games - and for good reason. You see, a video game character is trying to kill him. After getting sucked into the new game Full Blast with his best friend, Eric, Jesse quickly discovers that he's being followed by a mysterious figure. If he doesn't figure out what's going on fast, he'll be trapped for good! Book Two: The Invisible Invasion Jesse's rescue mission has led him into the world of Go Wild, a Pokemon Go-style mobile game full of hidden danger and invisible monsters. Can Jesse stay alive long enough to sneak into the shady video game company and uncover what they're hiding? Book Three: Robots Revolt The robot villains from Super Bot World 3 have been released into the real world, and it's up to Jesse to get them back. This is Jesse's most dangerous mission yet, because this time, the video game is real. And in the real world, there are no extra lives. Book Four: Return to Doom Island In this retro adventure, Jesse will need to outsmart a superintelligent android, outlast a tireless drone, and outswim an eight-bit shark. If he can somehow pull all that off, Jesse will discover that he hasn't even gotten to the scary part yet. Book Five: The Final Boss Jesse and Eric have 10 minutes to save the world. In those 10 minutes, they're supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it's too late. Sound impossible? It's super impossible. The clock is ticking.


Alfred's Book of Monsters

Alfred's Book of Monsters
Author: Sam Streed
Publisher: Charlesbridge Publishing
Total Pages: 40
Release: 2019-08-06
Genre: Juvenile Fiction
ISBN: 1580898335

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Trick or treat? With nods to Tim Burton, Edward Gorey, and Neil Gaiman, this humorous picture book about a Victorian boy obsessed with monsters presents a dark and appealing world, created by debut author/illustrator Sam Streed. In the graveyard, between stone monuments for forgotten souls, lurks the Black Shuck. . . . Its one blood-red eye burns with an undying rage. After reading about the slimy Nixie, the angry Black Shuck, and the creepy Lantern Man in his beloved Book of Monsters, Alfred decides to invite the monsters to teatime with his crusty old aunty, who thinks monsters are an improper obsession for a respectable young boy.


Monster Kids

Monster Kids
Author: Daniel Dockery
Publisher: Running Press Adult
Total Pages: 233
Release: 2022-10-04
Genre: Games & Activities
ISBN: 0762479515

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The definitive, behind-the-scenes look at why Pokémon's evolution from a single Japanese video game to global powerhouse captured the world's attention, and how the "gotta catch 'em all" mentality of its fanbase shaped pop culture—and continues to do so today. More than just a simple journey through the history of Pokémon, Daniel Dockery offers an in-depth look at the franchise’s many branches of impact and influence. With dozens of firsthand interviews, Monster Kids covers its beginnings as a Japanese video game created to recapture one man's love of bug-collecting as a child before diving into the decisions and conditions that would ultimately lead to that game's global domination. With its continued growth as television shows, spin-off video games, blockbuster movies, trading cards, and toys, Pokémon is a unique and special brand that manages to continue to capture the attention and adoration of its eager fanbase 25 years after its initial release. Whether it was new animated shows like Digimon, Cardcaptors, and Yu-Gi-Oh!; the rise of monster-catching video games and trading card games; and more, Pikachu, the king of pop culture in the '90s, opened the doors in America to those hoping to capture some of Pokémon's dedicated fans. In Monster Kids, Dockery combines the personal stories of the people who helped bring Pokémon to the global stage with affection and humor, making this book the ultimate look at the rise of the franchise in Japan and then North America, but also the generation of kids whose passion for "catching them all" created a unique cultural phenomenon that continues to make a profound impact today.


Millennial Monsters

Millennial Monsters
Author: Anne Allison
Publisher: Univ of California Press
Total Pages: 356
Release: 2006-06-30
Genre: Social Science
ISBN: 0520938992

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From sushi and karaoke to martial arts and technoware, the currency of made-in-Japan cultural goods has skyrocketed in the global marketplace during the past decade. The globalization of Japanese “cool” is led by youth products: video games, manga (comic books), anime (animation), and cute characters that have fostered kid crazes from Hong Kong to Canada. Examining the crossover traffic between Japan and the United States, Millennial Monstersexplores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieux from which such fantasies have arisen in postwar Japan and been popularly received in the United States.