FICTION

The End of Fun

416p. ebook available. Disney-Hyperion. Apr. 2016. Tr $17.99. ISBN 9781484767474.
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Gr 9 Up—Seventeen-year-old Aaron has run away from home, is being wildly irresponsible, and does not want to have Fun® anymore. To opt out of Fun®, he has to complete his application for termination and tell his History. Fun® is an augmented reality tool—special lenses are implanted in users' eyes, and they can mind-talk and play games with other people who also have Fun®. The program can become expensive—if users don't play games or give Yays (think liking things on Facebook), they can lose credit and go into debt. As the book opens, Aaron is deep in debt and looking for a way out. McGinty gives just enough information to let readers discern the outlines of Aaron's world. The economy has crashed, there is an ongoing ecological crisis, and all the birds are dying. Although this is a troubling setting, McGinty is much more concerned with the themes of growing up, facing responsibilities, dealing with family ties, and enjoying the life in the present. The book feels long and repetitive at times, but it is mostly a quick read, and there is a sweetness to it that belies the main character's snarkiness. Aaron is impulsive and hopeful and fortunate in his family—they keep forgiving and loving him. The bits where Aaron interacts with Fun® are silly and will be familiar to anyone who has struggled with a computer program.
VERDICT A solid additional purchase for larger collections.

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