The Unidentified - Softcover

Mariz, Rae

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9781921656934: The Unidentified

Synopsis

Kid knows her school’s corporate sponsors not-so-secretly monitor her friendships and activities for market research. It’s all a part of the Game; the alternative education system designed to use the addictive kick from video games to encourage academic learning. Everyday, a captive audience of students ages 13-17 enter the nationwide chain store-like Game locations to play.

When a group calling themselves The Unidentified simulates a suicide to protest the power structure of their school, Kid’s investigation into their pranks attracts unwanted attention from the sponsors. As Kid finds out she doesn't have rights to her ideas, her privacy, or identity, she and her friends look for a way to revolt in a place where all acts of rebellion are just spun into the next new ad campaign.

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About the Author

Rae Mariz currently lives in Stockholm after working in public libraries in Seattle, dropping out of art school in Portland, and spending her formative years bouncing around the Bay Area. She's a language geek who enjoys spending her time on ambitious craft projects and playing video games. This is her first novel for teens.

From School Library Journal

Gr 7 Up–In a startlingly plausible dystopian society, the school system has failed to the point that the government gives over control of national education to corporations. These conglomerates have banded together to create what are known as Game Centers. Here students like Katey Dade, or Kid, go to “school” in refurbished shopping malls. They swipe cards to get in and out, they carry issued cell phones with GPS trackers, they post continuously to profile pages and status feeds (similar to Facebook and Twitter), while administrators and corporate officials monitor their every move. Students who achieve the highest scores in games, set the coolest fashion trends, and gain the utmost popularity are “Branded,” instantly assisting the corporations to plug their wares. Kid coasts, never looking to become Branded, but then she is taken up by not just one corporate sponsor, but two, as a “trendspotter.” As she tries to balance new expectations with betrayals by lifelong friends and new relationships, Kid also begins to question the societal structure around her. Drawn to the prank-pulling group calling themselves The Unidentified, she longs for her previous anonymity and blissful ignorance of the shady dealings all around her. Well written and featuring a cast that most readers will find some sort of connection with, this novel is an impressive debut. Teens will immediately be able to see the connections to today's technology-dependent society and imagine how the future could be eerily like the setting in The Unidentified. Kid takes readers through myriad emotions on her whirlwind tour as a “name” in the game, and readers will be fixated until the very end. Recommend this one to fans of Suzanne Collins's The Hunger Games (Scholastic, 2008) and James Dashner's The Maze Runner (Delacorte, 2009).Jessica Miller, New Britain Public Library, CT
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