The Glare

After ten years of living on an isolated, tech-free ranch with her mother, sixteen-year-old Hedda is going back to the world of the Glare-her word for cell phones, computers, and tablets. Hedda was taught to be afraid of technology, afraid that it would get inside her mind and hurt her. But now she's going to stay with her dad in California, where she was born, and she's finally ready to be normal. She's not going to go “off-kilter,” like her mom says she did when she was just a little kid.

Once she arrives, Hedda finally feels like she's in control. She reunites with old friends and connects with her stepmom and half-brother. Never mind the terrifying nightmares and visions that start trickling back-they're not real.

Then Hedda rediscovers the Glare-the real Glare, a first-person shooter game from the dark web that scared her when she was younger. They say if you die thirteen times on level thirteen, you die in real life. But as Hedda starts playing the so-called “death game”-and the game begins spreading among her friends-she realizes the truth behind her nightmares is even more twisted than she could have imagined. And in order to stop the Glare, she'll have to first confront the darkness within herself.

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The Glare

After ten years of living on an isolated, tech-free ranch with her mother, sixteen-year-old Hedda is going back to the world of the Glare-her word for cell phones, computers, and tablets. Hedda was taught to be afraid of technology, afraid that it would get inside her mind and hurt her. But now she's going to stay with her dad in California, where she was born, and she's finally ready to be normal. She's not going to go “off-kilter,” like her mom says she did when she was just a little kid.

Once she arrives, Hedda finally feels like she's in control. She reunites with old friends and connects with her stepmom and half-brother. Never mind the terrifying nightmares and visions that start trickling back-they're not real.

Then Hedda rediscovers the Glare-the real Glare, a first-person shooter game from the dark web that scared her when she was younger. They say if you die thirteen times on level thirteen, you die in real life. But as Hedda starts playing the so-called “death game”-and the game begins spreading among her friends-she realizes the truth behind her nightmares is even more twisted than she could have imagined. And in order to stop the Glare, she'll have to first confront the darkness within herself.

18.55 In Stock
The Glare

The Glare

by Margot Harrison

Narrated by Kelsey Navarro

Unabridged — 9 hours, 44 minutes

The Glare

The Glare

by Margot Harrison

Narrated by Kelsey Navarro

Unabridged — 9 hours, 44 minutes

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Overview

After ten years of living on an isolated, tech-free ranch with her mother, sixteen-year-old Hedda is going back to the world of the Glare-her word for cell phones, computers, and tablets. Hedda was taught to be afraid of technology, afraid that it would get inside her mind and hurt her. But now she's going to stay with her dad in California, where she was born, and she's finally ready to be normal. She's not going to go “off-kilter,” like her mom says she did when she was just a little kid.

Once she arrives, Hedda finally feels like she's in control. She reunites with old friends and connects with her stepmom and half-brother. Never mind the terrifying nightmares and visions that start trickling back-they're not real.

Then Hedda rediscovers the Glare-the real Glare, a first-person shooter game from the dark web that scared her when she was younger. They say if you die thirteen times on level thirteen, you die in real life. But as Hedda starts playing the so-called “death game”-and the game begins spreading among her friends-she realizes the truth behind her nightmares is even more twisted than she could have imagined. And in order to stop the Glare, she'll have to first confront the darkness within herself.


Editorial Reviews

From the Publisher

Praise for The Glare:

"The Glare is scary, brilliant, deeply gripping, and very very now. This is a new kind of ghost story, where we're haunted by the digital phantoms that we ourselves created."— Lev Grossman, the #1 New York Times bestselling author of The Magicians

*"The expertly balanced reality-blurring storyline and strategic technology depictions seed psychological scares that will linger long after reading.... A chilling way to turn screen time into scream time."—Kirkus, starred review

*"Immediately transfixing.... Harrison's ability to lead suspicions astray, her spine-chilling descriptions, and a main character with a distinct character arc make for a worthwhile read for lovers of horror and beyond."—Booklist, starred review

"Thought-provoking and interesting...add this novel to your collection of modern fiction."—School Library Connection

"Extraordinarily compelling.... This is a novel with topical appeal for mystery collections; patient readers will be rewarded by the fantastic final act."—School Library Journal

"Ramped-up tension gives way to a nail-biting final showdown and neatly wrapped resolution, suitable for readers who like their techno-scares tempered by human sweetness."—BCCB

School Library Journal

06/01/2020

Gr 7–10—Hedda lives a technology-free life with her mother on their bucolic Arizona farm, sequestered from what she calls the "Glare" of the ubiquitous, omnipresent universe of cell phones, computers, tablets, and other screens. An extended trip to stay with her estranged father's family in Silicon Valley rips her world apart in ways she could never imagine. Deadly secrets are revealed, plunging Hedda into a mystery that will reveal staggering truths from her past. Ambitious in scope, this dark novel takes on a range of topics and themes: adolescent coming-of-age, techno-dystopia, and a little romance thrown in for good measure. At first this thematic range feels unfocused, but Harrison fully engages readers by the last 100 pages or so, locking on to the critical mystery which is resolved in an extraordinarily compelling manner. VERDICT This is a novel with topical appeal for mystery collections; patient readers will be rewarded by the fantastic final act.—Ted McCoy, Austin P.L., Austin, TX

Kirkus Reviews

★ 2020-05-02
Teens discover a computer game said to be deadly.

When Hedda’s mother needs to visit a sick friend, Hedda gets to leave the technology-free desert ranch she’s been sequestered at since she was 6 to stay with her tech-developer father in California. Based on Hedda’s neurological episodes which prompted the desert move, her mother’s convinced that “the Glare,” Hedda’s childhood nickname for technology, is addictive and dangerous. Plagued by strange nightmares and some missing memories, Hedda wants to go to a real school and be a regular teen, and so she takes advantage of the temporary move to give technology another try. But when she finds a mysterious message written by her child-self, she ends up on the Dark Web encountering a game called the Glare. By the time she learns the creepypasta viral legend about it (if you die 13 times on the unbeatable 13th level, you die for real), it’s already too late—and worse, it’s gotten out to her fledgling circle of friends. The psychological manipulations mirror augmented reality games, and the theories behind the game are built on too-real conditioning techniques used by ads, games, and social media. The teens struggle to tell what’s real, what can hurt (or kill) them, and if they can escape. The expertly balanced reality-blurring storyline and strategic technology depictions seed psychological scares that will linger long after reading. Side characters’ names signal ethnic diversity.

A chilling way to turn screen time into scream time. (Horror/science fiction. 12-adult)

Product Details

BN ID: 2940177502199
Publisher: Blackstone Audio, Inc.
Publication date: 07/14/2020
Edition description: Unabridged
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