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208
Novel • Fiction
Futuristic Earth • 2150s
1991
YA
12-18 years
740L
Invitation to the Game by Monica Hughes tells the story of Lisse, a teenager in 2154 who, along with seven other graduates, faces unemployment in a dystopian world where robots have taken most jobs. The group discovers a mysterious program called The Game and, after receiving invitations, participates in a virtual reality that unexpectedly leads them to a new planet, where they must adapt and build a new life. The novel contains references to drug use and violence.
Mysterious
Challenging
Suspenseful
Emotional
5,717 ratings
Loved it
Mixed feelings
Not a fan
Invitation to the Game by Monica Hughes is praised for its imaginative and immersive world-building, capturing dystopian elements with a compelling narrative. Critics appreciate the thought-provoking themes and well-developed characters. However, some find the pacing uneven and the ending abrupt. Overall, it's a captivating read that raises poignant questions about society and survival.
A reader who would enjoy Invitation to the Game by Monica Hughes is likely a young adult fascinated by dystopian futures, virtual reality, and societal critiques. They may also appreciate themes similar to those in The Giver by Lois Lowry and Ready Player One by Ernest Cline. The book appeals to fans of introspective, speculative fiction that examines human resilience and adaptation in adverse conditions.
5,717 ratings
Loved it
Mixed feelings
Not a fan
Benta
Lisse’s best friend, notable for her agricultural expertise and close relationship with her family, who adapts to The Game and life on a new planet.
Rich
A student from a privileged background who initially secures a job through family connections but later joins Lisse's group as a skeptic about their circumstances.
Lisse’s Group
A collective of unemployed teens with diverse expertise who live together for mutual support and eventually work together to create a harmonious society on a new planet.
The Game Manager
A representative of The Government who oversees The Game and symbolizes its interests, interacting with the teens during the initial stages.
208
Novel • Fiction
Futuristic Earth • 2150s
1991
YA
12-18 years
740L
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