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Attack of the Not-So-Virtual Monsters

#1 of 3 in Gamer Squad Series

4.09
on Goodreads (211)

What’s inside...

In the middle-grade series Monsters Unleased, Bex and Charlie are obsessed with the virtual-reality mobile game where players catch monsters on their cellphones. Their adventure takes a wild turn when they discover a strange machine in Charlie's grandfather's attic that brings the game's monsters to life in the real world. The friends must race to recapture the creatures before chaos ensues. How would you react if your favorite virtual-reality game suddenly became real? In this action-packed series, which is a blend of 'Pokemon GO' and 'The Goonies', Bex and Charlie's favorite game, Monsters Unleashed, takes a dramatic twist. While exploring Charlie's grandfather's attic, they find a mysterious machine. Accidentally activating it, they face the consequence of losing WiFi connection and all the virtual monsters from Bex's phone escaping into the real world. Now, it's up to them to capture all the beasts before they wreak havoc in the town.
In series
Series reading

Non-Sequential

Age

8-12

Length

208 pages

Text complexity

Discussion points

How do you think Bridget felt when she discovered the monsters, and what would you feel in her situation?
What are some ways that Bridget shows courage throughout the story, and can you think of a time when you were brave?
The monsters in the story are part video game come to life. If you could bring any video game character to life, who would it be and why?
Friendship plays an important role in this book. How do Bridget and her friends work together to solve their problem? How important are your friends when you face challenges?
Tip: Role play these questions
Encourage your child to put themselves in Bridget's shoes while discussing the questions, fostering empathy and deeper understanding of the character's feelings and actions.
When discussing courage and bravery, share a personal story where you had to be brave, making the conversation relatable and sparking your child’s interest.
Draw parallels between the teamwork exhibited by Bridget and her friends and instances where your child had to work in a team, be it in sports or school projects, to underline the value of cooperation and friendship.
Use the video game element to bridge conversations about the difference between fantasy and reality, and discuss what qualities from video game characters they might find useful or important in real life.

Key lessons

Example Lesson: Teamwork
Explanation: The protagonist, Grace, and her friends work together to solve the mystery of the virtual monsters escaping into the real world. This collaboration is key to their success.
Real-World Application: Children learn the importance of working cooperatively with others to achieve common goals, which is essential in school projects and during play.
Example Lesson: Responsibility
Explanation: Grace takes on the responsibility of capturing the escaped monsters, demonstrating accountability for fixing a situation she unintentionally helped to create.
Real-World Application: This teaches children the value of taking responsibility for their actions and the consequences that follow, fostering a sense of duty in their daily routines.
Example Lesson: Problem-solving
Explanation: Throughout the book, the characters encounter various challenges that require critical thinking and creativity to resolve.
Real-World Application: This highlights the importance of thinking critically and creatively to solve problems, a skill children can apply in their academics and personal life.
Example Lesson: Courage
Explanation: Grace faces her fears by battling the monsters that have crossed over into her world, showing bravery in daunting situations.
Real-World Application: Children learn to face their own fears and challenges bravely, whether it's trying out for a school play, standing up to a bully, or dealing with a tough exam.
Example Lesson: The impact of technology on reality
Explanation: The book explores the consequences of virtual reality games intersecting with the real world, prompting reflection on our interaction with technology.
Real-World Application: This encourages children to consider how their time spent on electronic devices can affect their real-life interactions and surroundings.