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Sto caricando le informazioni... Courtney Changes the Game (American Girl Historical Characters) (edizione 2020)di Kellen Hertz (Autore)
Informazioni sull'operaCourtney Changes the Game (American Girl Historical Characters) di Kellen Hertz
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In this first book of her series, Courtney is the best gamer at the arcade. But she can't understand why there aren't more girl characters in video games. When a school project allows her to create her own video game, the hero is a girl who knows how to handle any situation--something Courtney struggles with in real life. Whether it's learning to share a room with her stepsister or supporting her mom when she announces she's running for mayor, Courtney's blended family has to learn to work together differently. It's a whole new game for Courtney, and she's figuring out the rules as she goes. This audiobook includes a historical "Looking Back" section about Courtney's world in 1986. This audiobook includes a downloadable PDF containing a list of popular words from the 1980s that are heard throughout the story. Non sono state trovate descrizioni di biblioteche |
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Google Books — Sto caricando le informazioni... GeneriSistema Decimale Melvil (DDC)813.54Literature English (North America) American fiction 20th Century 1945-1999Classificazione LCVotoMedia:
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It's fascinating to me to see an era only a couple years before I was born be in the historical era (I cannot stress enough how weird it feels to tag this as historical fiction), and yet as I write this review, 1986 is 36 years ago, which would've been analogous to me reading a 50s era girl, I suppose (hey Maryellen, what's up?) Familiarity with the era does make a lot of the "period" things (the corded phone snaking under the bathroom door as Tina talks to a friend, hanging out at the mall because what else do tweens do I guess?) jump out.
Most of the other historical books take place in the year that ends in 4 (Samantha- 1904, Molly, 1944, Julie, 1974, etc.) but moving Courtney to 1986 allows AG to do two things: 1) use the Challenger launch as the background to her school project and later understand grief, and 2) introduce themselves as Pleasant Company was founded in 1986 (though since this novel takes place in January, the Molly doll doesn't show up here and presumably will in the second volume). The latter feels like a potential cash grab by Mattel for nostalgic Millennial moms (and if you read the reviews for that Pleasant Company Doll, it was effective), but I definitely feel like Courtney's life lessons are more meaningful than Maryellen's. Julie's books talk about divorce, but Courtney's address what being in a blended family is like.
While I miss having the six separate books following different adventures, two longer ones give more room for individual stories to breathe (Tina in particular needs a hug). The Looking Back section briefly mentions Reagan as a popular president with a benign outlook for America before talking about how malls and video games were what people did for entertainment with friends without social media or cell phones. Also discusses how the Challenger explosion was one of the first nationally televised tragedies, which makes me wonder how the 2000s will be covered in the future...
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