• Y=Young Adult
  • L=For the Librarian
  • += "and up" All ages above the one listed will find the book of interest.

Note: Titles marked (OP) are out of print and may be borrowed through interlibrary loan. Many OP books are also available through online book dealers.

Books | Videos/DVDs/Films


Allen, Judy.
Unexplained: An Encyclopedia of Curious Phenomena, Strange Superstitions, and Ancient Mysteries. Kingfisher, 2004. (Y)
Explore the unknown, from a ghost haunting to physical mysteries, to lost civilizations, ancient superstitions, and symbols.
Anderson, M. T.
The Game of Sunken Place. Scholastic, 2005. (Y)
While visiting an eccentric uncle, George and his friend Brian begin to play an old board game called “The Game of Sunken Places.” When the game sucks them into an alternate reality the boys quickly realize it is not an ordinary game. The boys then have to participate and win the game in order to settle an age-old battle of enchanted spirit nations. With only 5 days left their every move is critical to winning.
Baker, Richard.
Dungeons & Dragons: Complete Arcane (A Player’s Guide to Arcane Magic for All Classes). Wizards of the Coast, 2004. (Y)
This Dungeons & Dragons supplement provides information specific to certain characters. Some of the characters in Dungeons & Dragons use magic and this book provides guidelines about various types of magic-users. The book will assist people playing magic-using characters and Dungeon Masters who need more details about anything what a character might do.
Balliett, Blue.
The Wright Three. Scholastic, 2006. (Y)
In the midst of unexplained accidents and mysterious coincidences, sixth-graders Calder, Petra, and Tommy use cryptic messages and geometric puzzle clues in an attempt to keep Frank Lloyd Wright's famous Robie House from being demolished.
Beck, John C and Mitchell Wade.
The Kids are Alright: How the Gamer Generation is Changing the Workplace. Business School Press, 2006.(L)
Beck and Wade cite a survey of approximately 2000 business professionals that provides the first data showing a direct, statistically verifiable link between digital games and professional behavior in the workplace. They state that gamers, estimated by the authors at about 90 million, acquire valuable knowledge that will transform the workplace. According to the authors, gamers place value in winning and competence and want to be experts their fields, which will make them an influential force. The book suggests ways employers can take advantage of gamers’ unique values and skills. A review in Publisher’s Weekly states that “Some readers may find themselves grinding their teeth at many of the authors’ upbeat conclusions about the benefits video game players will bring to the business world, but most will find the pair’s findings fascinating and provocative.”
Beres, D. B.
Dusted and Busted: The Science of Fingerprinting . Franklin Watts,2006. (Y)
Learn about the scientific identification process used in fingerprinting crime suspects.
Bloor, Edward.
Crusader. Scholastic, 2001. (Y)
Working at her uncle's failing virtual reality arcade, 15-year old Roberta, struggles with the truth in this murder mystery set in a mall rat culture.
Brown, Dan.
The DaVinci Code. Doubleday, 2003.(Y+)
A thrilling mystery that uses murder, problem solving, and adventure to find a secret that has been kept for thousands of years.
Browne, David.
Amp ed: How Big Air, Big Dollars, and a New Generation Took Sports to the Extreme. Bloomsbury, 2005.(Y+)
This informative look at how the extreme sport industry has evolved provides interviews with professionals and examines the culture that surrounds these sports.
Bullimore, Tom.
Classic Whodunits.Main Street, 2003. (Y)
Solve the crimes...if you dare! Teen sleuths solve an assortment of mysteries in this collection of puzzling whodunits.
Carle, Megan.
Teens Cook: How to Cook What You Want to Eat.Ten Speed, 2004. (Y)
A cookbook with many dishes and recipes that have been adapted to make cooking fun and simple.
Coleman, Janet Wyman.
Secrets, Lies, Gizmos, and Spies: A History of Spies and Espionage. Abrams/Amulet, 2006. (Y)
Dive into the secret world of mind games and espionage to uncover authentic spy codes and more.
Colfer, Eoin.
Half-Moon Investigations. Miramax, 2006. (Y)
Twelve-year-old private investigator Fletcher Moon, nicknamed “Half-Moon" because of his shortness, must uncover a conspiracy or be framed for a crime he did not commit.
Colfer, Eoin.
Artemis Fowl series. Hyperion, 2001. (Y)
Follow the exploits of Artemis Fowl, a young criminal mastermind whose main goal is the acquisition of money through various ingenious ventures.
Cook, Monte, Skip Williams, and Jonathan Tweet.
Dungeons & Dragons: Monster Manual (Core Rulebook III v. 3.5).Wizards of the Coast, 2003. (Y)
This book includes descriptions of monsters that may be used in Dungeons and Dragons. It is for use by the Dungeon Master who creates the scenarios. The monster manual supplies foes that the characters may encounter.
Coombs, Davey.
MX: The Way of the Motocrosser. Harry N. Abrams, 2003. (Y)
This book offers a look at the sport of motocross, the people who ride in it, and the way the sport has evolved over the years.
Couch, Ernie and Jill.
Texas Trivia (Revised Edition) . Rutledge Hill, 1991. (Y)
This book includes Texas-related questions in six major categories. Librarians may select questions particular to their area of the state or questions of general interest about famous people and events from Texas history for trivia games.
Cross, Gillian.
New World. Holiday House, 1995. (Y)
Participating in the secret testing of a virtual reality game New World, Miriam discovers the sinister hidden agenda of the game's programmers. It's up to Miriam, with the help of family and friends, to stop the programmers from unleashing this dangerous new product.
Devers, Joe, and Gary Chalk.
Lone Wolf series, books 1-4.Sparrow Books, 1984-1985.(Y)
Lone Wolf series, books 5-8.Beaver Books, 1985-1986.(Y)
In this series of role-playing game books, the reader envisions himself as the main character and makes certain choices along the way. Similar to the Choose Your Own Adventure series, at certain points in the story, the reader makes a choice. Rather than turning the page to find out what happens, the reader/player refers to a random-number table to see how the battle ends. There is also an inventory component, so the character picks up a certain number of items that will fit in the backpack rather than collecting an unlimited number of items. Books 1 through 17 may be downloaded for free at Project Aon,
Devers, Joe.
Lone Wolf series, books 9-12.Beaver Books, 1987-1988. (Y)
Lone Wolf series, books 13-28.Red Fox, 1990-1998.(Books 18-28 OP)(Y)
In this series of role-playing game books, the reader envisions himself as the main character and makes certain choices along the way. Similar to the Choose Your Own Adventure series, at certain points in the story, the reader makes a choice. Rather than turning the page to find out what happens, the reader/player refers to a random-number table to see how the battle ends. There is also an inventory component, so the character picks up a certain number of items that will fit in the backpack rather than collecting an unlimited number of items. Books 1 through 17 are in the public domain and may be downloaded for free at Project Aon, Books 18-28 have not been uploaded yet as of the date of this manual.
Donnelly, Jennifer.
A Northern Light., Harcourt 2003. (Y)
When one of Mattie’s friends asks her to burn letters for her, she had no idea they would be the key to unlocking the mystery of her friend’s death.
Elliot, Jessie.
Girls Dinner Club. HarperCollins, 2005.(Y+)
Three friends come together to eat, gossip, and talk about their lives.
Fatsis, Stefan.
Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players. Penguin, 2002.(Y+)
Sports journalist, Stefan Fatsis, spent a year delving into the world of professional Scrabble competitions and this book is an account of his journey. It includes a history of Scrabble, profiles of prominent players, and Fatsis’ progression through the competitions.
Ferllini, Roxana.
Silent Witness: How Forensic Anthropology Is Used to Solve the World's Toughest Crimes. Firefly, 2002.(Y+)
Examines evidence through several forensic science approaches such as pathology, entomology, and botany to show how crimes were solved.
Fiske, Brian D.
BMX History. Capstone, 2004. (Y)
Discover the origins of BMX sports, bikes, and the people who made it all possible.
Forde, Catherine.
Fat Boy Swim. Delacorte, 2004. (Y)
Overweight Jimmy has a secret: he is a culinary genius. When his coach G. I. Joe finds out, he recruits Jimmy to cook for a fundraiser and in return coaches Jimmy in swimming. As a result, Jimmy gains confidence and learns to face his fears.
Fox, Annie.
Too Stressed to Think? A Teen Guide to Staying Sane When Life Makes You Crazy. Free Spirit, 2005. (Y)
Explores stress in the life of today’s teens, especially how it affects the brain and body in the decision-making process.
Fredericks, Mariah.
Head Games. Simon Pulse, 2004. (Y)
This is a young adult novel about teens meeting in an online role-playing game and then finding out that they know each other in real life.
Fredericks, Mariah.
Head Games. Simon and Schuster, 2004. (Y)
Fredericks ' novel about a teen obsessed with an online role-playing game realistically explores themes of finding oneself, trying to fit in, and resisting labels.
Freymann-Weyr, Garret.
The Kings Are Already Here. Puffin, 2004. (Y)
Two teens, one obsessed with ballet, one with chess, begin a quest across Europe to find the legendary chess grandmaster Stas Vlajnik. Along the way they discover about themselves, their obsessions, and other people.
Gifford, Clive.
Snowboarding.DK, 2007. (Y)
This is an instructional manual on how to snowboard, complete with diagrams.
Goldman, E. M.
The Night Room. Viking, 1995. (Y)
Selected to participate in an experimental computer program that simulates their tenth high school reunion, a group of diverse teens get an unsettling look at their possible futures.
Gomberg, Karen Cornell.
Books Appeal: Get Teenagers into the School Library. McFarland, 987.(L)
This book offers programming ideas that can be adapted in a public library setting to increase library usage and encourage reading among teens.
Gorman, Carol.
Games. HarperCollins, 2007. (Y)
After two middle schoolers come to blows, their new principle forces them to play board games together for an hour and a half each day until they can learn to get along. Told in alternating voices, the novel first takes a bad turn as the boys’ battle goes beyond games to involve acts of vandalism and theft. In the end the two boys realize they have more in common than they thought.
Green, John.
An Abundance of Katherines. Dutton, 2006.(Y+)
In this 2007 Printz Honor Book, Colin attempts to design a mathematical theory of love to predict the duration of a dating relationship after her is dumped for the nineteenth time by a girl with the name of Katherine.
Guinness World Records.  Guinness, 2006. (Y)
Released annually, this book is an excellent source for trivia questions that teens will enjoy browsing. Also available online at www. guinnessworldrecords. com.
Gygax, Gary.
Advanced D&D Adventure Games: Dungeon Masters Guide.TSR Hobbies, 1979.(OP) (Y)
This guide allows Dungeon Masters to function as a referee and a narrator and provides options for what he can do.
Haddon, Mark.
The Curious Incident of the Dog in the Night-time., Doubleday 2003.(Y+)
Christopher, a mathematically gifted, autistic fifteen-year-old boy, investigates the killing of his neighbor's dog and discovers hidden information about his mom.
Hartas, Leo.
Game Art: The Graphic Art of Computer Games. Watson-Guptill, 2003.(Y+)
More than 500 color illustrations of computer game graphic art are included in this book, as well as interviews with game artist, programmers, and computer experts.
Herz, J. C.
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Little, Brown, 1997.(Y+)
Offering both a history of video games and a thoughtful discussion of the controversies surrounding them, Herz explores what has kept us glued to screens and joysticks for decades.
Hickam, Homer H.
Rocket Boys: A Memoir. Delacorte, 1998.(Y+)
The story of a teenage boy who dedicates his intellect to the study and building of homemade rockets and one day has a distinguished NASA career.
Hocking, Justin.
Rippin’ Ramps. Rosen, 2005. (Y)
A guide for skateboarders on riding half-pipes, including tricks and tips for beginning and advance skateboarders.
Hofer, Margaret.
The Games We Played: The Golden Age of Board and Table Game. Princeton Architectural Press, 2003.(Y+)
This illustrated history of late 19th-century and early 20th-century games in the collection of the New York Historical Society provides incite into the social history of the era.
Honnold, Rosemary.
101+ Teen Programs that Work.Neal- Schuman, 2002.(L)
This book features affordable, successful programs that can jumpstart a library’s YA services. The chapter on independent programs and contests includes information on matching games, trivia games, guessing games, book-related games, and word games, while the chapter on game programs features a section on board games.
Horowitz, Anthony.
Stormbreaker. Puffin, 2004. (Y)
In this title in the Alex Rider series, fourteen-year-old Alex Rider is coerced to continue his uncle's dangerous spy work for Britain's intelligence agency, MI6, after the death of his guardian and uncle.
Horowitz, Anthony.
Eagle Strike. Philomel, 2004. (Y)
Teenage spy Alex Rider spots nemesis Yassen Gregorovich again and investigates a diabolical scheme involving a new video game.
Horton, Ron.
Awesome Athletes. Lucent, 2003. (Y)
This book profiles six athletes in various extreme sports.
Hoye, Jacob.
Boards: The Art and Design of the Skateboard. Universe, 2003. (Y)
This art book contains famous skateboard artists, their influences, and their work.
Jacobs, Thomas A.
They Broke the Law, You Be the Judge: True Cases of Teen Crime.Free Spirit, 2003. (Y)
This book includes twenty-one cases of teen crime including all aspects of the court case. It asks the reader to determine what sentence should be imposed before divulging the judge’s actual sentence.
Johnson, Spencer.
Board Games Around the World.Evan-Moor, 1996.(P)
Created for teachers, this books is about games from around the world. It includes background on 13 different games, directions for playing, and examples of the game boards.
Johnson, Wayne L.
Summer Reading Program Fun: 10 Thrilling, Inspiring, Wacky Board Games.ALA, 1999.(L)
Johnson’s book includes 10 games created by her husband that can easily be incorporated into a library program. She includes background on running game programs, as well as clear instructions and ready to use graphics for the games.
Kent, Steven L.
The Ultimate History of Video Games: From Pong to Pokemon-The Story Behind the Craze That Touched Our Lives and Changed the World., Crown 2001.(Y+)
Written from the perspective of a technology journalist and self-professed video game geek, this book explores the technological advances of video games, the corporate powers behind them, and various anecdotes about our favorite games.
King, Daniel.
Games: Learn to Play, Play to Win. Kingfisher, 2003. (Y)
King’s book introduces readers to various board and card games and gives historical information on the 14 games included. This visually appealing book is good read for beginners or seasoned players.
Klein, Shelley.
Frankly, My Dear: Quips and Quotes from Hollywood. Barron’s Educational Series, 2006. (Y)
This book includes a few photographs and well-known quotes from classic movies. Many quotes are by actors and actresses and involve Hollywood, but they are not quotes most people will recognize.
Knaak, Richard A.
WarCraft The Sunwell Trilogy: Volume 1: Dragon Hunt. Tokyopop, 2005. (Y)
WarCraft The Sunwell Trilogy: volume 2: Shadows of Ice. Tokyopop, 2006. (Y)
These are the first two volumes of a graphic novel trilogy set in the World of Warcraft. The author is a well-known fantasy author who also wrote the Dragonrealm series, some Dragonlance books, and some World of Warcraft novels. Illustrated by Jae-Hwan Kim.
Krakauer, Jon.
Into the Wild. Anchor, 1997.(Y+)
The story of Chris McCandless who embarked on a journey that took him through the wilds of America, Mexico, and Canada. He ended the adventure hiking through Alaska, only to die in the wild.
Krizmanic, Judy.
The Teen’s Vegetarian Cookbook., Viking 1999. (Y)
Includes recipes, information, and helpful hints on healthy vegetarian eating.
Lowry, Lois.
Your Move, J. P., Houghton Mifflin, 1990. (Y)
In this third book in the series, J. P. keeps his chess champion status and falls in love. He will go to any lengths for Angela, the classmate he falls for, even telling a lie that takes on a life of its own. When his friend Hope helps him out of pinch, he realizes that the person he really loved was right in front of his face the entire time.
McDonald, Janet.
Spellbound. Puffin, 2003. (Y)
Raven’s future starts to look promising as she focuses on studying for a spelling bee that could lead to a four-year scholarship.
Mezrich, Ben.
Bringing Down the House: The Inside Story of Six M. I.T. Students Who
Took Vegas for Millions. Free Press, 2002.(Y+)
A chronicle of the journey of an exclusive group of audacious MIT university math geniuses who legally took Las Vegas casinos for over three million dollars.
Morehead, Geoffrey Mott-Smith, and Philip D. Morehead.
Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance .Signet, 2001.(Y+)
This book with the official rules of more than 250 games is considered the definitive collection.
Morganroth, Kate.
Jude. Simon and Schuster, 2004. (Y)
Jude pled guilty to a crime he did not commit to save his mother’s reputation. Will he be able to survive prison?
Mulay, James J., ed.
The Horror Film: A Guide to More than 700 Films on Videocassette. CineBooks, 1989. (Y)
This book includes ratings, credits, summaries, and trivia about many horror movies from 1920 through 1988. Many of the films are classics or cult classics, and teens will still be familiar with them. A useful volume for developing trivia questions.
Nanda, Jai.
I Know What You Quoted Last Summer: Quotes and Trivia from the Most Memorable Contemporary Movies. St. Martin’s Griffin, 2003. (Y)
This book includes some sections specifically devoted to quotes, arranged in chapters by degree of difficulty. It also includes some trivia questions devoted to specific actors and some devoted to specific movies. Librarians should select appropriate questions for teen trivia as some of the questions and answers include profanity.
Nelson, Blake.
Paranoid Park., Viking 2006. (Y)
When skateboarder falls into the wrong crowd and inadvertently commits an accidental homicide, he doesn’t know where to turn.
Newquist, H. P.
The Great Brain Book: An Inside Look at The Inside Of Your Head. Scholastic, 2004. (Y)
Explore the structure and inner workings of the human brain.
Orbanes, Philip E.
The Game Makers: The Story of Parker Brothers from Tiddledy Winks to Trivial Pursuit. Harvard Business School, 2003.(Y+)
A fascinating history of the pop-culture icons, the Parker brothers, including their creation of the Parker Brothers company, their early game successes, and various interesting and little known facts about their contributions to the gaming business.
Osterweil, Adam.
The Amulet of Komondor. Boyds Mills, 2003. (Y)
Middle school sweethearts Joe and Katie are thrilled when they find a computer game based on the card game they both love playing. However, when they begin playing the computer game they are transported into the world of Komondor, transformed into Japanimation characters, and discover that must fulfill the ancient prophecy and piece together the five scattered pieces of an amulet to get back to their real lives.
Pardew, Les.
Game Design for Teens. Course Technology, 2004. (Y)
This book guides people with brilliant game ideas to identify and develop the skills necessary to turn them into actual games. It provides real world examples and expertise of experienced industry professionals.
Patterson, James.
Maximum Ride: The Angel Experiment. Little, Brown, 2005. (Y)
A group of teens escapes a lab where they have been bred to be 98% human and 2% bird. This series has high-flying suspense and adventure as the teens try to outrun the people who have kept them hostage.
Paulsen, Gary.
How Angel Peterson Got His Name. Yearling, 2004. (Y)
This book offers a collection of short stories based on Gary Paulsen’s life experiences.
Paulsen, Gary.
Rodomonte’s Revenge. Demco, 1994. (Y)
In this second book of the World of Adventure series, best friends Brett and Tom fall in love with a new virtual reality game until the computer infiltrates their minds and danger ensues.
Peary, Danny.
Cult Movies 3. Simon & Schuster, 1988. (Y)
Some of the cult movies in this book are well known, such as The Cabinet of Dr. Caligari (1919), but today’s teens will be completely unfamiliar with some of the titles. A few pages of information and photographs are included for each of the movies. Librarians may create trivia questions based on the information included after evaluating which films are appropriate to discuss with teens.
Pfetzer, Mark and Jack Galvin.
Within Reach: My Everest Story. Puffin, 2000. (Y)
This is an account of a climb on Mount Everest by the person who attempted it.
Pickard, Roy.
Who Played Who on the Screen. Hippocrene, 1989. (Y)
This book is organized by names of movie characters. Screen credits are included, as are several photographs. Several classics are included, but some recent actors are excluded due to the publication date. Material from this book could be used to test knowledge of trivia about classics. It may be desirable to find additional information for questions about more recent movies and actors.
Plunkett-Powell, Karen.
The Nancy Drew Scrapbook: Sixty Years of America's Favorite Teenage Sleuth. St. Martin’s, 1993. (Y)
This book gives the reader the inside scoop on America's favorite teenage sleuth.
Rainis, Kenneth G.
Blood and DNA Evidence: Crime-Solving Science Experiments. Enslow, 2006. (Y)
Teen readers are encouraged to reopen cases of the past and present in an attempt to complete scientific experiments that emulate the solution to the actual murders.
Raskin, Ellen.
The Westing Game. Dutton, 1978. (Y)
Several people have moved into a new apartment building and they all have one thing in common, Mr. Westing. Who will be able to solve his murder and win his money?
Rosenburg, Aaron.
A Beginners Guide to Very Cool Skateboarding Tricks. Rosen, 2002. (Y)
Tips and tricks for those interested in learning to use a skateboard.
Schlosser, Eric.
Chew On This: Everything You Don't Want to Know About Fast Food. Houghton Mifflin, 2006. (Y)
Reveals an insightful look into the fast food industry and its efforts to appeal to young people’s appetites.
Scott, Michael.
Gemini Game. Holiday House, 1994. (Y)
In this futuristic story, twins Liz and BJ O'Connor are the founders and owners of the Gemini Corporation, a cutting-edge virtual-reality game manufacturer. When players of one of their computer games fall into comas, however, they must enter the life-threatening game to discover the saboteurs and to isolate the virus that is making the game dangerous.
Segaloff, Nan.
The Everything TV and Movie Trivia Mini Book. Adams Media, 2001. (Y)
This tiny book is a convenient size to use during a trivia program. Some of the trivia activities include matching characters with their movies, famous quotes with actors or actresses, television shows with their spin-offs, and slogans used to advertise particular movies.
Seidler, Tor.
Brainboy and the Deathmaster. HarperCollins, 2003. (Y)
A group of brainy children reside at an orphanage funded by Keith Masterly, founder of the world's largest computer empire. When Masterly discovers that Darryl can play the intricate video game, Stargate, very well, he is suddenly adopted by Masterly himself. It doesn’t take long for Darryl and his friends to discover Masterly’s sinister plans.
Sellers, John.
Arcade Fever: The Fan's Guide to the Golden Age of Video Games. Running Press, 2001.(Y+)
This illustrated history of video games includes background for over 50 all-time favorite games.
Shaw, Tucker.
Flavor of the Week. Hyperion, 2003. (Y)
Cyril finds himself in the middle of a love triangle when his best friend passes off his culinary creations as his own and wins over Cyril’s crush, Rose.
Sievert, Terri.
Paintball. Capstone, 2005. (Y)
This book takes an in-depth look at the sport of paintball, the gear and equipment needed, and strategies players may use during the game.
Simmons, Michael.
Finding Lubchenko. Razorbill, 2006. (Y)
When Evan’s father is accused of murder he has to solve the crime or risk exposing his own illegal business ventures.
Simons, Rikki.
Reality Check! Tokyopop, 2003. (Y)
Tenth-grader Collin Meeks spends his free time roaming around the Virtual Internet System with the help of his True Virtual Reality helmet. When his cat puts on the helmet, she assumes the identity of a cute teenage girl wrecking havoc in Collin's virtual world.
Slavicsek, Bill, Andy Collins, and Jo Wiker.
Star Wars Role-playing Game Core Rulebook. Wizards of the Coast, 2007. (Y)
This rulebook provides information about a role-playing game set in the Star Wars universe. While some teens enjoy role-playing in medieval settings, others prefer outer space and the future. This book will make Star Wars worlds available for game play.
Sleator, William.
Interstellar Pig., Puffin 1995. (Y)
Barney is dreading another boring summer at his parents’ summerhouse until he meets his three new neighbors and everything changes. The three quirky neighbors introduce him to a strange role-playing game called Interstellar Pig. Barney is sucked into the game and becomes more and more addicted until he begins to wonder if Interstellar Pig is really just a game, and where exactly his new neighbors are from.
Sleator, William.
Parasite Pig., Dutton 2004. (Y)
In this sequel to Interstellar Pig, we pick up with Barney’s story the following summer as he returns to his parents’ summerhouse. He spends his days playing Interstellar Pig with his friends Katie and Matt, just the regular simple board game this time. Or so he thinks, until a mysterious new player turns out to be an alien. Matt and the new player kidnap Barney and Katie, taking them to the planet J’Koot where Katie and Barney have to discover how to escape before it is too late.
Sobel, Dava.
Longitude: The True Story of a Lone Genius Who Solved the Greatest Scientific Problem of His Time., Penguin 1996. (Y+)
John Harrison, with little formal education, tackled the challenge of celestial navigation and discovered a solution that evaded the scientific and academic establishment, the chronometer, a mechanical device that accurately determines longitude.
Sorensen, Lita.
Tony Hawk and His Team: Skateboarding Superstars. Rosen, 2005. (Y)
This is a biography of pro-skater Tony Hawk and his rise to fame.
Sorrells, Walter.
Fake ID., Dutton 2005. (Y)
Chastity’s mother has disappeared and her car is found abandoned and filled with fake IDs. Who is her mother and how will she find her?
Stanley, John.
Revenge of the Creature Features Movie Guide (Third Revised and Updated Edition), or An A to Z Encyclopedia to the Cinema of the Fantastic, or, Is There a Mad Doctor in the House? Creatures at Large, 1988. (Y)
The synopsis of fantasy and horror movies in this book may be used to develop questions for a trivia game. Illustrations and photos may be used to determine who is able to quickly identify the movie and/or actor.
Stern, Sam.
Cooking Up a Storm: The Teen Survival Cookbook. Candlewick, 2006. (Y)
A cookbook that is just for guys, which includes topics such as “Impress the Girls”.
Sullivan, Michael.
Connecting Boys with Books: What Libraries Can Do. ALA, 2003. (L)
Sullivan’s book examines why pre-adolescent boys do not read and attend library programs and offers program suggestions for that will engage boys. Chapter 5 examines chess and games programs, as well as the challenges of serving boys of this age.
Stuple, Stuart J., Bjoern-Erik Hartsfvang and Adam Griffith.
GURPS For Dummies. For Dummies, 2006. (Y)
GURPS For Dummies explains the Generic Universal Role Playing System, commonly known as GURPS.  The book is clearly written and contains extensive information on magic, powers, technology, characters, and game play.  A succinct three-panel, double-sided pullout cheat sheet helps players create characters and succeed in game play.
Takeda, Pete.
Climb! Your Guide to Bouldering, Sport Climbing, Trad Climbing, Ice Climbing, Alpinism and More. National Geographic, 2002. (Y)
A climbing professional takes a look at this extreme sport.
Tangherlini, Arne.
Leo@fergusrules. com. Leapfrog, 1999. (Y)
Leonora, a sassy but lonely teenager, spends most of her time role-playing as the warrior Fergus in a virtual reality program. As she delves deeper and deeper, searching for a boy she likes who has disappeared, Leonora confronts many mythical creatures, but her most challenging confrontation is with herself.
Tashjian, Janet.
Multiple Choice. Scholastic, 2001. (Y)
Monica, a fourteen-year-old word game and anagram expert, attempts to escape the rigid rules in her life by creating a game for living called “Multiple Choice.”
Tomlinson, Joe.
Extreme Sports: In Search of the Ultimate Thrill. Smithmark, 1996. (Y)
Activities such as sky flying, caving, and diving are included in this book of extreme sports.
Tweet, Jonathan, Monte Cook, and Skip Williams.
Dungeons & Dragons: Player’s Handbook (Core Rulebook I, V. 3.5). Wizards of the Coast, 2003. (Y)
This rulebook, which is valuable for new players, provides guidelines for Dungeons & Dragons. It provides additional information not found in the Dungeon Master’s guide.
Vande Velde, Vivian.
User Unfriendly. Magic Carpet, 2001. (Y)
After pirating an interactive video game that plugs right into the players' brains, Arvin Rizalli, his mother, and six of his friends are thrown into the first stage of a fantasy role-playing game in which they must complete the quests in order to return to reality.
Vande Velde, Vivian.
Heir Apparent. Magic Carpet, 2004. (Y)
While playing Heir Apparent at a local virtual reality arcade, Giannine Bellisario finds herself in real trouble when a man enters her virtual world claiming that protestors have tampered with the game she is playing. She must quickly and successfully complete the game to get out of it alive.
Various authors.
DragonLance series. Wizards of the Coast, (1997-current), TSR (pre-1997). Various years. (Y)
There are several fantasy authors who have written DragonLance novels, which are set in Dungeons & Dragons. Authors include Margaret Weis, Tracey Hicks, and Richard A. Knaak.
Various authors.
Forgotten Realms series. Wizards of the Coast, (1997-current), TSR (pre-1997). Various years. (Y)
There are at least three fantasy authors who have written Forgotten Realms novels, which are set in Dungeons & Dragons. Authors include R. A. Salvatore, Ed Greenwood, and Elaine Cunningham.
Wecht, Cyril H., editor.
Crime Scene Investigation: Crack the Case with Real-Life Experts. Reader’s Digest, 2004. (Y)
Professional crime scene investigators reveal how to scan for traces of blood, procedures for storing evidence, and more.
Weil, Ann.
Aggressive Inline Skating. Edge, 2004. (Y)
This book provides an informative look at the sport of inline skating and the professionals who participate in it.
Weinreb, Michael.
The Kings of New York: A Year Among the Geeks, Oddballs, and Geniuses Who Make Up America's Top High School Chess Team. Gotham, 2007. (Y+)
After following the Brooklyn's Edward R. Murrow High School chess team for a year as it competed for a national championship, Weinreb reports on the eclectic group of students on the team and a few outside characters, while also exploring the modern chess world.
Werlin, Nancy.
Locked Inside. Delacorte, 2000. (Y)
Addicted to the game Paliopolis, sixteen-year-old Marnie Skyedottir plays to escape her real life where she’s flunking out of boarding school. Her mother is dead, and she’s being cheated out of her inheritance. When a crazed fan of her late mother’s kidnaps Marnie, one of her gaming friends comes to the rescue.
West, Tracey.
RuneScape: The Official Handbook. Scholastic, 2007. (Y)
This book provides guidelines for a free, online role-playing game called RuneScape. It is intended for a slightly younger middle school crowd than most role-playing games listed in the RPG Quest chapter.
Westwood, Chris.
Virtual World. Viking, 1997. (Y)
Fourteen-year-old Jack North, computer junky and gamer, is sucked into a very realistic and powerful virtual reality game. He feels himself being drawn into the game, and when his session ends, he seems to be bringing little parts of the virtual world back with him. When kids around the world begin to disappear, Jack wonders if they’ve become trapped in the game and if he’s next.
Williams, Skip, Jonathan Tweet, and Monte Cook.
Dungeons & Dragons: Dungeon Master’s Guide (Core Rulebook II, v. 3.5). Wizards of the Coast, 2003. (Y)
This guidebook is for the Dungeon Master who runs the latest version of Dungeons & Dragons games and should be provided when the latest version will be played.
Wilson, Robin J.
How to Solve Sudoku: A Step-by-Step Guide. Infinite Ideas, 2005. (Y+)
Mathematician Robin Wilson gives a step-by-step guide to unraveling the logic behind solving Sudoku puzzles.
Winchester, Simon.
The Professor and the Madman: A Tale of Murder, Insanity, and the Making of the Oxford English Dictionary. HarperCollins, 1998. (Y+)
Discover the back-story of the two men involved in the creation of the Oxford English Dictionary, Professor James Murray, its editor, and Dr. William Chester Minor, a certified madman.
Wrede, Patricia C. and Caroline Stevermer.
Sorcery and Cecelia, or The Enchanted Chocolate Pot. Harcourt, 2003. (Y).
Two cousins write letters to each other about their entanglements in magic, enchantment, and sorcery in 19th century England.
Zusak, Marcus.
I Am the Messenger. Knopf Books for Young Readers, 2005. (Y+)
Join nineteen-year-old cab driver Ed Kennedy on a cryptic journey of coded messages that direct him to addresses where people need his help. A 2006 Printz Honor Book.


Akeelah and the Bee. Lions Gate, 2006. (112 minutes) (Y)
Follow eleven year-old Akeelah Anderson of South Los Angeles as she tries to make it to the National Spelling Bee.
All My Crazy Friends. Woodheaven, 2000. (105 minutes) (Y)
An action-filled, sometimes funny, behind the scenes look at X-Treme sports performed on and above the water, including jet skiing, wakeboarding, powerboat jumping, and more.
Bill Nye the Science Guy: Forensics. Disney, 2004. (26 minutes) (Y)
Explains how detectives use bloodhounds, fingerprints, DNA, and more.
Bugs for Breakfast. Learning Seed, 2004. (19 minutes) (Y+)
This food and nutrition class looks at the multicultural eating habits in our society.
Dick Tracy. Mulholland, 1990. (103 minutes) (Y+)
Dick Tracy finds himself battling several villains in this adaptation of the popular comic book series.
October Sky. Universal Studios, 1999. (108 minutes) (Y)
A movie based on a true story about a teenage boy who grows up in a coal town in West Virginia in the 1950’s and dreams of building rockets.
Spellbound. Columbia TriStar, 2004. (97 minutes) (Y)
A documentary about the lives of eight ordinary teenage Americans who aspire to win the 1999 National Spelling Bee in Washington, D. C.
Supersize Me. Columbia Tristar, 2004. (96 minutes) (Y+)
Embark on a journey with Morgan Spurlock as he attempts to eat only food from McDonalds over a 30-day period of time.
Vegetarian Cooking with Compassionate Cooks. Funky Tiki, 2004. (70 minutes) (Y+)
A program that presents six dishes and nutritional information on cooking vegetarian meals.
The Last Mimzy. New Line Cinema, 2007. (90 minutes) (I-Y)
Two children start to develop special talents after they find a mysterious box of toys.
Page last modified: August 15, 2011