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The good war  Cover Image Book Book

The good war / Todd Strasser.

Strasser, Todd. (Author).

Summary:

There's a new after school club at Ironville Middle School. Ms. Peterson is starting a video game club where the students will be playing The Good War, a new game based on World War II. They are divided into two teams: Axis and Allies, and they will be simulating a war they know nothing about yet. Only one team will win. But what starts out as friendly competition, takes an unexpected turn for the worst when one player takes the game too far. Can an after school club change the way the students see each other-- and how they see the world?

Record details

  • ISBN: 0593173651
  • ISBN: 9780593173657
  • Physical Description: 177 pages ; 22 cm
  • Edition: First edition.
  • Publisher: New York, NY : Delacorte Press, [2021]

Content descriptions

Immediate Source of Acquisition Note:
LSC 22.99
Subject: Middle school students > Juvenile fiction.
After-school programs > Juvenile fiction.
Clubs > Juvenile fiction.
Video games > Juvenile fiction.
Computer war games > Juvenile fiction.
Prejudices > Juvenile fiction.
World War, 1939-1945 > Juvenile fiction.
Contests > Juvenile fiction.

  • Baker & Taylor
    When Ms. Peterson starts a video game club, the students are divided into two teams and simulate a war they know nothing about, but what starts out as friendly competition, takes an unexpected turn for the worst when one player takes the game too far.
  • Random House, Inc.
    A middle school must-read that exposes the antisemitism in our country today! 

    From the author of The Wave comes a poignant and timely novel about a group of seventh graders who are brought together—and then torn apart—by an afterschool club that plays a video game based on WW2.


    There's a new afterschool club at Ironville Middle School.

    Ms. Peterson is starting a video game club where the students will playing The Good War, a new game based on World War II.

    They are divided into two teams: Axis and Allies, and they will be simulating a war they know nothing about yet. Only one team will win. But what starts out as friendly competition, takes an unexpected turn for the worst when an one player takes the game too far.

    Can an afterschool club change the way the students see eachother...and how they see the world?


    "By using a gaming lens to explore the students’ entrée to prejudice and radicalization, he succeeds in lending immediacy and accessibility to his cautionary tale."—Kirkus Reviews

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