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The Eye of Minds Reprint Edition
Contributor(s): Dashner, James
ISBN: 0385741405     ISBN-13: 9780385741408
Publisher: Ember
    OUR PRICE: $8.99  
Product Type: Paperback - Other Formats
Published: July 2014
Annotation: When a cyber-terrorist begins to threaten players, Michael, a skilled Internet gamer, is called upon to seek him and his secrets out.
Additional Information
Library of Congress Subjects:
Computer games; Fiction.
Virtual reality; Fiction.
Cyberterrorism; Fiction.
Dewey: [Fic]
LCCN: bl2014027444
Lexile Measure: 790
Academic/Grade Level: Grade 7-9, Age 12-14
Series: Mortality Doctrine
Book type: Juvenile Fiction
Physical Information: 8.50" H x 6.00" W x 0.75" (0.65 lbs) 310 pages
Accelerated Reader Info
Quiz #: 161177
Reading Level: 5.5   Interest Level: Upper Grades   Point Value: 11.0
Scholastic Reading Counts Info
Quiz #: Q61243
Reading Level: 5.2   Interest Level: Grades 6-8   Point Value: 18.0
Descriptions, Reviews, Etc.

Contributor Bio(s):

James Dashner is the author of the #1 New York Times bestselling Maze Runner series: The Maze Runner, The Scorch Trials, The Death Cure, The Kill Order and The Fever Code, as well as the bestselling Mortality Doctrine series: The Eye of Minds, The Rule of Thoughts, and The Game of Lives. Dashner was born and raised in Georgia, but now lives and writes in the Rocky Mountains. To learn more about him and his books, visit, follow @jamesdashner on Twitter, and find dashnerjames on Instagram.

From the Hardcover edition.

Reviewed by Horn Book Guide Reviews (Horn Book Guide Reviews 2014 Spring)
Michael and friends Bryson and Sarah are caught up in a dangerous cat-and-mouse game when a secret agent tasks them with helping to stop a cyberterrorist. Reminiscent of sci-fi classics Bladerunner and The Matrix, this novel's mind-bending twists and turns, action, intrigue, and a bit of philosophy will keep readers turning the pages.

Reviewed by Publishers Weekly Reviews (PW Reviews 2013 August #4)

This first book in the Mortality Doctrine series from Maze Runner author Dashner offers an irresistible premise: three teens must track down a dangerous rogue player in a popular virtual game. Michael, Bryson, and Sarah live for their hours in the VirtNet, where they seek out the wildest adventures possible without any risk to their physical selves. Then Michael encounters a player so haunted by a gamer named Kaine that she disables her safety device in order to kill herself. Michael is drafted by VirtNet Security to root out Kaine, and a violent quest ensues. Though the plot makes this an easy sell, some clunky writing and weak characterizations diminish the story (Michael notices the VNS agent's "long pretty legs" and remarks, "It was clear that she was manipulative, that she used her beauty to melt men's hearts"). The protagonists are fairly interchangeable, though when Michael explains what the VNS wants, it's Sarah who wonders, "Why would they ask three teenagers to solve their problems?" A smart question that presumably will be answered in the next installment. Ages 12–up. Agent: Michael Bourret, Dystel & Goderich Literary Management. (Oct.)

[Page ]. Copyright 2013 PWxyz LLC

Reviewed by School Library Journal Reviews (SLJ Reviews 2013 September)

Gr 8 Up—Michael doesn't mind spending time in his NerveBox, aka "Coffin,"-it protects his physical body while he's in the VirtNet, a virtual world where he can meet friends, rack up Experience Points in games, and occasionally is killed. When that happens, he is Lifted to the Wake, where he emerges sore but otherwise physically unharmed. When Michael witnesses a true suicide on VirtNet, he is troubled by the fellow gamer's last words and her warnings about a man named Kaine. Days later, Michael is kidnapped by VirtNet Security agents, who make him an offer he can't refuse: track down the cyber-terrorist Kaine so the virtual world will again be safe. Michael enlists gamer/hacker friends Bryson and Sarah, and they set off through the dark underbelly of virtual spaces. The center portion of the book focuses largely on imaginative adventures in VirtNet. Readers familiar with online gaming will identify with the heroes as they query characters for information, look for Portals, and rewrite code to bring weapons over from other games. The final chapters find Michael alone in the level "the Deep," with the safety measures disabled. Like Dashner's action-packed "Maze Runner" series (Delacorte), this title is fast paced. Cory Doctorow's For the Win (Tor, 2010) is more realistic, and Ernest Cline's Ready Player One (Crown, 2011) is slightly more sophisticated, but this book delivers an adrenaline rush.—Maggie Knapp, Trinity Valley School, Fort Worth, TX

[Page 155]. (c) Copyright 2013. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.