Game On
(A Graphic Novel)
-
- Pedido anticipado
-
- Se espera: 6 oct 2026
-
- $129.00
-
- Pedido anticipado
-
- $129.00
Descripción editorial
Being an all-american boy means a few things: hanging out with the cool kids, looking the part, and of course, staying up to date on all the newest video games. Too bad life has other plans in book one of this hilarious and poignant middle grade series debut about friends, family, culture.
"Delightful and heartfelt.” — Gene Luen Yang, author of American Born Chinese
Sasan has middle school figured out: cool friends, decent grades, and enough of an allowance to hang out on the weekends. The only thing that seems to trip him up is balancing his mom's culture with his goal to be just like everyone else. When all the other boys start playing the latest video game, Sasan realizes his hold on fitting in is slipping right through his fingers. Determined to not stand out for the wrong reasons, Sasan goes to his mom. She's happy to help but she wants something in return: Sasan has to do the one thing he's been avoiding for years--learn Farsi.
PUBLISHERS WEEKLY
A white and Persian American seventh grader chafes against conflicting pressures to fit in and embrace his heritage in this perceptive graphic novel series opener from Grace (West Hollywood Monster Squad). Middle schooler Sasan Rad wants a Radbox, an expensive handheld gaming device that his best friend already owns, but the cost is more than his single mother is willing to spend. She offers a compromise: if Sasan commits to learning Farsi and takes regular language lessons with her, she will buy it. When a semester-long school project requires students to examine their family history, relationships, and personal values, Sasan confronts how little attention he has paid to the cultural and familial connections that shape his life. Depictions of Sasan's older sister Darya—a pale-skinned high school senior whom Sasan perceives as being envious of his "more Persian" appearance—provide subtle insight into the family's dynamic, and her claim that Sasan cares more about video games and material objects than their heritage prompts both tension and self-reflection. Bold line art and shifting color palettes foreground character facial expressions and body language. The result is a compassionate narrative that probes cultural identity and belonging. Ages 8–12.