Deadly Pink

( 25 )


Grace Pizzelli is the average one, nothing like her brilliant older sister, Emily, who works for Rasmussem, creators of the world’s best virtual reality games. The games aren’t real, though—or at least they weren’t. Now Emily has hidden herself inside a pink and sparkly game meant for little girls. No one knows why, or how to convince her to come back out, and the technology can’t keep her safe for much longer. Grace may consider herself average, but she’s the only one who can save Emily. So Grace enters the ...
See more details below
$5.78 price
(Save 17%)$6.99 List Price

Pick Up In Store

Reserve and pick up in 60 minutes at your local store

Other sellers (Paperback)
  • All (11) from $1.99   
  • New (7) from $3.65   
  • Used (4) from $1.99   
Deadly Pink

Available on NOOK devices and apps  
  • NOOK Devices
  • Samsung Galaxy Tab 4 NOOK 7.0
  • Samsung Galaxy Tab 4 NOOK 10.1
  • NOOK HD Tablet
  • NOOK HD+ Tablet
  • NOOK eReaders
  • NOOK Color
  • NOOK Tablet
  • Tablet/Phone
  • NOOK for Windows 8 Tablet
  • NOOK for iOS
  • NOOK for Android
  • NOOK Kids for iPad
  • PC/Mac
  • NOOK for Windows 8
  • NOOK for PC
  • NOOK for Mac
  • NOOK for Web

Want a NOOK? Explore Now

NOOK Book (eBook)
$6.49 price
(Save 7%)$6.99 List Price
Note: Visit our Teens Store.


Grace Pizzelli is the average one, nothing like her brilliant older sister, Emily, who works for Rasmussem, creators of the world’s best virtual reality games. The games aren’t real, though—or at least they weren’t. Now Emily has hidden herself inside a pink and sparkly game meant for little girls. No one knows why, or how to convince her to come back out, and the technology can’t keep her safe for much longer. Grace may consider herself average, but she’s the only one who can save Emily. So Grace enters the game, hoping to talk her sister out of virtual suicide before time runs out. Otherwise Emily will die—for real.
Read More Show Less

Editorial Reviews

From the Publisher

"[Vivian Vande Velde] delivers another clever, suspenseful drama in the digital domain."—Kirkus

"Velde offers up a fun fantasy for the female gamer set, with echoes of the importance of being grounded in the real world in spite of the virtual world's seductive pull."—Booklist

"Grace's humor, wit, and sarcasm will be appreciated by teens."—School Library Journal

"This fast paced action/adventure novel . . . will appeal to readers anxious to shine their own light from under the shadow of more successful older siblings."—Bulletin
Publishers Weekly
Vande Velde again plays with characters caught in a virtual reality game in this overlong but satisfying novel. Fourteen-year-old Grace feels inferior to her pretty, popular, and smart sister, Emily, a college student interning at the Rassmusem Corporation, which is behind "total immersion, the next step beyond virtual reality" (the company's games also played a role in Vande Velde's Heir Apparent and User Unfriendly). When Emily refuses to come out of a game, leaving a cryptic note behind, Grace goes in to rescue her. Vande Velde provides a lot of setup as readers learn more about Emily's tragic story and "Land of the Golden Butterflies," a girly video game filled with sprites, sparkly clothes, dolphins, and unicorns. The plot accelerates when Grace discovers she and Emily are both trapped in the game, and she must figure out how to escape. Readers may tire of the endless mission, but they will find clever gaming details throughout and should appreciate Grace's growing understanding that she can be a hero both in the game and in real life. Ages 10–14. (July)
VOYA - Sharon Blumberg
Grace Pizzelli is a high school student of average intelligence. She lives in the shadow of her older sister, Emily. Emily seems to be perfect, but perhaps not as perfect as she may seem. Emily is a college student who works at a co-op program in the Rochester Institute of Technology known as Rasmussen, where they create the world's greatest virtual reality games. The company developed a total immersion program of virtual reality, but this is by no means a typical virtual reality game. The participants can transform themselves into new life forms while their human body rests with wires attached. This is reminiscent of the movie Avatar. Emily immerses herself into the game in a pink world filled with sprites, unicorns, butterflies, and much more. She can stay inside this game only for so long before committing virtual suicide. When Grace finally spots Emily, an exhausting cat and mouse chase ensues. The two eventually connect and together confront many obstacles. The reader wonders if Grace will succeed in saving her sister or if Emily will reach a point of no return. This novel is a work of science fiction for ages ten through fourteen. It is meant for young adults with an interest in futuristic technology. Themes of right vs. wrong, honesty vs. dishonesty, and being accountable for one's actions are prevalent. It makes one wonder how virtual reality and technology will affect our not-so-distant future. Reviewer: Sharon Blumberg
Children's Literature - Judy Silverman
When I think of a teenager getting "lost" in a video game, I usually think of a boy. But this story is different. Here is a young woman—Emily—who seemingly has everything: brains, beauty, a dream job, and even a kid sister, Grace, who adores her. So why has she chosen to stay permanently in a fantasy world? She knows that it will eventually kill her, and her death will not be fantasy. Although Grace thinks of herself as ordinary, she soon realizes that she is the only one who can help Emily leave the "pink and sparkly Land of the Golden Butterflies." When Grace enters Emily's game, everything seems very beautiful and designed to appeal to very young girls, but she soon realizes that something has gone wrong. Two sprites, reclining gracefully on a fountain, begin to explain the rules. Catching a golden butterfly turns it into a gold coin which can be exchanged for a wish. But the wish has to be expressed very precisely. Meanwhile, where is Emily? Well, Emily does not want to be found, especially not by Grace. It turns out that Emily's life is not quite as perfect as her little sister thought. Emily has been feeling betrayed by the two people she thought were her best friends. Emily and her friend Danielle had plans to go to college together, but Danielle's SAT scores were not quite good enough. So Emily, the computer whiz, simply changed the scores! But then Frank found out, and could not understand why Emily would not change his scores, too. So she did. But when she would not change his friends' scores the entire school became angry at her. After that, a virtual world that Emily could control seemed to be the perfect escape. Deadly Pink makes for an exciting read; Grace and Emily face difficult situations with great strength. Recommended. Reviewer: Judy Silverman
School Library Journal
Gr 6 Up—When Grace Pizzelli's older sister does not return to reality from a virtual video game, Grace is called upon by Rasmussem, the video-game company where Emily is interning, to enter the game and rescue her. She discovers that her sister is not trapped in the game, but rather she escaped into it after a serious falling-out with her friends in the real world. If she cannot convince Emily to come home soon, she may be lost forever. The plot is full of twists and turns-just as it seems as if Grace has convinced Emily to exit the game, another obstacle presents itself. The action mounts with the conclusion, which serves as a realistic cautionary tale against computer hacking. Vande Velde does a great job of developing Grace and Emily as authentic characters. Throughout the novel, the relationship between Emily, the sister who has everything, and Grace, the "levelheaded" one, evolves into "more one of longtime friends who have been through a lot" as they must depend on one another to survive. Grace's humor, wit, and sarcasm will be appreciated by teens. Readers who enjoy Deadly Pink should check out Vande Velde's other Rasmussem novels, User Unfriendly (1991) and Heir Apparent (2002, both Harcourt).—Nicole Knott, Watertown High School, CT
Kirkus Reviews
Vande Velde again traps teenagers inside an authentically depicted arcade game--but here she works twists into the premise that are both amusing and crank up the danger. As in User Unfriendly (1991) and Heir Apparent (2002), the game, called "The Land of Golden Butterflies," is manufactured by the shadowy Rasmussem Corp. and is fully immersive, fed directly into the brain through electrodes. Into this game 14-year-old Grace Pizzelli's big sister Emily has gone; moreover, she has refused to come out and altered the code so she can't be forcibly ejected. As sessions that run longer than a few hours cause brain damage and death, the corporation desperately turns to Grace to follow Emily in and persuade her to leave. Reluctantly agreeing, Grace discovers to her disgust that, rather than offering the usual heroic-fantasy or science-fiction setting, this digital world has been colored in pinks and lavenders. It is stocked with (supposedly) benign magical creatures and hunky male servitors--in general, it seems designed to cater to 10-year-old would-be princesses. The idyll has gone sour, though, because thanks to Emily's fiddling, not only have the wish-granting sprites turned nasty, but the game's governing Artificial Intelligence has changed the Rules--disabling the "Quit" function and forcing both Grace and her already-failing sister to embark on a seemingly hopeless quest with their real lives at stake. Emily's motives turn out to be little more than a pretext, but the author delivers another clever, suspenseful drama in the digital domain. (Science fiction. 10-12)
Read More Show Less

Product Details

  • ISBN-13: 9780544022782
  • Publisher: Houghton Mifflin Harcourt
  • Publication date: 7/2/2013
  • Pages: 276
  • Sales rank: 724,885
  • Age range: 10 - 14 Years
  • Product dimensions: 5.00 (w) x 7.60 (h) x 0.90 (d)

Meet the Author

Vivian Vande Velde has written many highly acclaimed books for teen and middle-grade readers, including Three Good Deeds, Heir Apparent, Deadly Pink, and the Edgar Award– winning Never Trust a Dead Man. She lives in Rochester, New York. Visit her website at

Read More Show Less

Read an Excerpt

Chapter 1

The Dangers of Higher Education

My mother isn’t normally the kind of parent who comes to school and has me yanked out of class because she needs to see me.

Never mind that the class I was pulled from was trigonometry, which is monumentally mind-numbing and—as far as I can tell—entirely useless to anyone except trigonometry teachers. It is rumored that, on a warm spring day three years ago, our trig teacher, Mr. Petersen, actually fell asleep during one of his own lectures. The speculation is that he has not awakened since, but is still droning on from memory, in a sleepwalking state.

I have never seen anything in Mr. Petersen’s demeanor to make me doubt that rumor.

Generally speaking, I’d be eager for any excuse to get away from sine and cosine and whatever that third function is whose name I can never remember. But I felt a prickle of anxiety. Despite my mother’s inability to come up with even one single real-life situation where knowing the difference between opposite and adjacent, much less a hypotenuse would be a benefit to me, she does strongly believe in the theory of education. So I couldn’t make sense of the note the messenger from the office interrupted the class to hand to me:

Grace Pizzelli
Go down to Mrs. Overstreet’s office right away.
Your mother is here.

My brain instantly zipped to the West Coast, where Dad was attending a sales conference at a hotel I was suddenly convinced was the obvious target for arsonists, kidnappers, earthquakes, flash floods, outbreaks of Lyme disease, and/or killer bees.

My outlook wasn’t improved by walking into Mrs. Overstreet’s office. Mrs. Overstreet was wearing that Ismell-something-bad-and-I-suspect-it’s-coming-from-you expression that must be taught in one of the required courses at principal college—a course that clearly would be more useful than trig.

But my mother had on sweatpants and a Milky Way Galaxy T-shirt she’d gotten when she’d chaperoned my Brownie troop’s overnight at the Strasenberg Planetarium seven years ago. This is strictly at-home wear for her. Even for going to the grocery store, Mom’s shoes need to match her purse. On this particular occasion, her shoes didn’t match each other.

My prickly-all-over worry exploded into panic. "What’s wrong? What’s happened?" I asked. "Is Dad all right?"

My questions seemed to send my mother into a worse spiral than she was already in. "Dad?" she echoed. She glanced around the office, looking simultaneously dazed and frantic, as though not sure whether to level accusations at Mrs. Overstreet or the two strangers in the room—a man and a woman. She settled on the strangers and said in a squeaky voice, "You didn’t tell me something happened to my husband!"

The man had a trim little beard, and—excuse me, but if you were a casting director looking for someone to play the role of a debonair devil, you’d be giving this guy your card and asking him to come in for an audition. By contrast, the woman might well have been studying for that principal’s course on intimidation through facial expression, but she was the one who spoke: "Mrs. Pizzelli, we don’t even know where your husband is."

Mom’s voice went even higher. " Tyler is missing?"

My feelings were bouncing all over the place because I didn’t know if Mom was overreacting—which has been known to happen—or if she actually had a reason to suspect the worst.

Mrs. Overstreet went with option number one. "Mrs. Pizzelli, I’m sure your husband is fine." She didn’t give my mother a chance to say more than "But—" before she continued, "When I go to conferences, the presenters always ask everyone to turn off their cell phones. I’m sure once they break for lunch, your husband will check his messages and return your call."

The other woman was nodding as though those were her thoughts exactly. "Please," she said, "now that your younger daughter is here, let’s talk about Emily."


Before I could ask "What’s wrong with Emily?" the woman had stood up and offered me her hand to shake. She was very business-chic and sophisticated. "Hello, Grace. I’m pleased to meet you. Though not under these circumstances, of course."

The man, still sitting, smoothly interjected: "By which we do not mean to imply that Rasmussem Corporation or any of its employees is in any way responsible for those circumstances."

Ah, I thought, putting together that suave but slightly sinister look with his precise wording. Lawyer.

I finally noticed that they both had Rasmussem Corporation nametags, as well as school visitor badges.

The woman continued, "My name is Jenna Bennett, and I’m the chief technical engineer at the Lake Avenue Rasmussem facility. This is Alexander Kroll, from our legal department."

Mr. Kroll showed some of his teeth and added, "By which we do not mean to imply that this is a matter requiring adjudication."

Apparently, my principal didn’t like lawyers. She leveled an I-am-picturing-doing-you-bodily-harm expression at him and said to my mother, "Yeah, yeah, so it’s much too early to talk about suing the pants off them, but that’s always a possibility."

Kroll’s expression didn’t change: proof, if anyone had needed it, about the sincerity of his smile.

Suing didn’t sound good. People sue when something goes terribly wrong, and what did all this have to do with Emily—or me?

Ms. Really-an-Engineer-Despite-the-Fact-That-She-Looked-Like-a-Principal-in-Training Bennett put on a pained expression.

But, fashionable and pretty as she was, she didn’t know pained. My mother’s eyes were red-rimmed and scared—that was pain. She took my hand and worked it like when you’re trying to soften up putty.

What a terrible person I am, I realized. Something awful has happened to Emily, and here I am mentally moaning about a few squished fingers.

Mom said to me, "Emily’s playing a game at the arcade."

"Okay . . ." I said, knowing there had to be more. Emily is a student at RIT—Rochester Institute of Technology.

She’s studying technical engineering and is in a work co-op program at Rasmussem, which, long story short, means she’s slave labor for them this semester, though I’m guessing Mr. Lawyer Kroll would try to qualify that statement. Rasmussem is the company that developed total immersion, the next step beyond virtual reality. When you play their games sensations are fed directly into your brain: you can feel the warmth of the sun if it’s daytime in the world you’re playing, just as you can feel cold and soaked to the bone if it’s raining; you can taste the food and smell the flowers; and if you’re riding a horse, after a while your butt goes to sleep. The difference between playing a Rasmussem game and a regular old virtual reality game is like the difference between an IMAX movie and films before color and sound were invented.

I thought: Of course Emily is playing games at the arcade. No doubt most—if not all—of the people who work at Rasmussem are there because they love games. Well, maybe excepting the lawyers. But if the company wasn’t going to pay their interns salaries, they couldn’t be surprised at an unauthorized game or two. I assumed Emily was playing while she was supposed to be working, which apparently I didn’t take as seriously as the legal department did. Was she getting fired? Was she getting expelled?

But surely that wasn’t enough to account for Mom’s distress, or for my getting called out of class.

Mom still seemed intent on kneading all my fingers into mush. She said, "They can’t get it to stop."

Confused, I said, "The games last a half-hour. While you’re playing, you feel like it’s hours, but it’s only thirty minutes." I figured my mother wasn’t sure whether to believe me. She’s not a gamer—hard as that is to conceive of these days. She’s not into technology and can barely get her cell phone to cooperate. I said, "When the time runs out, the game just stops."

"Yes," Ms. Rasmussem-Engineer-Lady agreed. "Normally."

Okay, well, granted, something was not normal or we wouldn’t all be here.

She continued, " Emily hooked herself into the game she was developing, and . . . she did something. She bypassed safety protocols. But the half-hour is up. The half-hour was up more than four hours ago."

"Can’t you just . . ." Of course I have played Rasmussem’s games, but Emily is the tech-type in the family. ". . . unhook her?" I finished lamely, thinking of the wires they stuck to your head when you lie down on a total immersion couch. Duh. Like the people who could think up total immersion weren’t smart enough to think of that?

"We did," Ms. Bennett said, without sounding impatient or condescending at my obviousness. "She didn’t revive."

Mom said, "I asked them to just pull the plug on the whole thing, but they won’t." Pulling the plug is Mom’s cure-it technique for all of our computer’s ills.

Ms. Bennett said—and I could tell she’d said it before—"It doesn’t work like that."

"There should be safeguards," Mom said.

"There are," Mr. Kroll told her. "Your older daughter, intentionally, with forethought, for her own reasons, disabled them. Leaving behind a note clearly showing her culpability."

From his briefcase, he pulled out a piece of paper in a clear plastic bag hand-labeled EVIDENCE.

Evidence? Like from courts and trials and cop shows? What sort of trouble was Emily in?

The note was in my sister’s neat rounded penmanship.

It said:


While the word evidence had set off all sorts of alarm bells in my head, now I think my body temperature dropped ten degrees.

Emily had chosen to go into a game and not come out? Why?

Mr. Kroll was still talking to my mother. "There may well be loss to company revenues because of her actions, beyond the time of the techs who have been trying to help her, beyond the time taken by Ms. Bennett and myself to explain things to you at your home, and now here again at your younger daughter’s school because you wanted to consult with her." His expression clearly showed what he thought of a woman who would seek her fourteen-year-old’s opinion.

"Be that as it may . . ." Principal Overstreet said.

We all looked at her, but she didn’t really have anything to say; I guess she just didn’t like our bickering.

Ms. Bennett stepped into the breach, too elegant to put up with bickering, either. "Be that as it may, we can tell, approximately, where in the Rasmussem-created scenario she is. I myself went in and tried to talk her out. She refused to listen to me."

This was so weird, so . . . more than weird. I couldn’t even tell what I should be thinking.

I saw Ms. Bennett looking at me, waiting for me to realize she was looking at me. She said, "We’re hoping she’ll listen to you."

Me? Somehow this was coming down to me?

I had caught that part where Ms. Oh-So-Well-Dressed Bennett had said she’d gone in to talk to Emily.

"I think it’s insane," Mom said. "First one of my daughters gets stuck in their crazy game; then they want my other daughter to just step right in after her."

"Mrs. Pizzelli," Ms. Bennett said, "I’ve already explained: there’s no danger. I told you that I went into the game and was perfectly capable of coming back out again. Emily could come out, too. She’s simply choosing not to. We’re hoping Grace can get her to see reason."

Liking a game is one thing. Playing into the wee hours of the morning even though it’s a school day is one thing. Shouting "Just a minute" when your mother hollers at you to get off the computer now because she’s called you for dinner twice already—all of that is one thing.

Emily wouldn’t come out?

"If," Mom said, "if someone from the family needs to do this, it should be me."

Ms. Bennett shook her head. "You’re not a gamer. You’d be overwhelmed. Without experience, you wouldn’t know where to begin, how to get around, what’s important and what’s only background. We’d lose valuable time. The programs are meant to last from thirty to sixty minutes. The equipment is rated safe for eight times that exposure. But it’s not meant for sustained immersion."

Everything she said made sense, too much sense. There was no way I could hope Mom would insist on being the one to go—not when I could see so clearly it would be better for Emily to have me there.

In the movies, the good guys always fight each other for the opportunity to do the dangerous stuff. The Rasmussem people were saying this wasn’t dangerous. And still the responsibility was enough to freeze me solid.

Mrs. Overstreet, as a principal in charge of her students’ safety, said to me, "Grace, you don’t have to do this if you don’t want to."

For the first time in my life, I wanted to hug her.

"No," Ms. Bennett agreed. "Of course she doesn’t have to. But there’s no reason she shouldn’t. It’s not like we’re asking her to donate a kidney or something."

Suddenly we were into donating body parts? Would I donate a kidney? I wondered. Much as I loved Emily, I wasn’t sure I could.

"Oh, I wish your father would pick up the damn phone," Mom said, "and tell me what we should do."

Somehow, that cleared my head. We SHOULD, I thought, be able to make up our minds on our own.

"No danger of me getting stuck in there?" I asked.

"Absolutely none," Ms. Engineer and Mr. Lawyer said in unison.

"Then," I had to admit, "I guess I don’t see any reason why not."

My mother sniffled but didn’t try to talk me out of it.

Mr. Kroll smiled his non-smile smile and opened his briefcase again. "Fine. We just have one or two papers for you to sign . . ."

Read More Show Less

Customer Reviews

Average Rating 4.5
( 25 )
Rating Distribution

5 Star


4 Star


3 Star


2 Star


1 Star


Your Rating:

Your Name: Create a Pen Name or

Barnes & Review Rules

Our reader reviews allow you to share your comments on titles you liked, or didn't, with others. By submitting an online review, you are representing to Barnes & that all information contained in your review is original and accurate in all respects, and that the submission of such content by you and the posting of such content by Barnes & does not and will not violate the rights of any third party. Please follow the rules below to help ensure that your review can be posted.

Reviews by Our Customers Under the Age of 13

We highly value and respect everyone's opinion concerning the titles we offer. However, we cannot allow persons under the age of 13 to have accounts at or to post customer reviews. Please see our Terms of Use for more details.

What to exclude from your review:

Please do not write about reviews, commentary, or information posted on the product page. If you see any errors in the information on the product page, please send us an email.

Reviews should not contain any of the following:

  • - HTML tags, profanity, obscenities, vulgarities, or comments that defame anyone
  • - Time-sensitive information such as tour dates, signings, lectures, etc.
  • - Single-word reviews. Other people will read your review to discover why you liked or didn't like the title. Be descriptive.
  • - Comments focusing on the author or that may ruin the ending for others
  • - Phone numbers, addresses, URLs
  • - Pricing and availability information or alternative ordering information
  • - Advertisements or commercial solicitation


  • - By submitting a review, you grant to Barnes & and its sublicensees the royalty-free, perpetual, irrevocable right and license to use the review in accordance with the Barnes & Terms of Use.
  • - Barnes & reserves the right not to post any review -- particularly those that do not follow the terms and conditions of these Rules. Barnes & also reserves the right to remove any review at any time without notice.
  • - See Terms of Use for other conditions and disclaimers.
Search for Products You'd Like to Recommend

Recommend other products that relate to your review. Just search for them below and share!

Create a Pen Name

Your Pen Name is your unique identity on It will appear on the reviews you write and other website activities. Your Pen Name cannot be edited, changed or deleted once submitted.

Your Pen Name can be any combination of alphanumeric characters (plus - and _), and must be at least two characters long.

Continue Anonymously
See All Sort by: Showing 1 – 20 of 25 Customer Reviews
  • Anonymous

    Posted December 26, 2012

    Still got it!

    Another virtual reality gem from VVV.

    1 out of 1 people found this review helpful.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted August 12, 2014

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted July 20, 2014


    Ran to smudge res one

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted July 3, 2014



    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 26, 2014


    Im new here and really need some people to at least talk to.. im left oit aand nobidy likes me... plzzz help me. Anybody??

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 24, 2014



    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 22, 2014


    Anyon on v

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 22, 2014


    Walks in

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 23, 2014

    To to to all

    Alright but im a girl. Im bi, 16 doudle D size bo.obs and i like it rough. I love pain. Pick a book if your up for it.~bell

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 23, 2014



    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 12, 2014


    Lucy i am on

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted July 4, 2014


    I'm wearing short denim cut offs and a printed tanktop with flipflops. I wait and look around for anyone I recognize.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted June 26, 2014


    "Prove it" i murmer in your ear

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted April 24, 2014


    This is the wounded warrior den

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted April 6, 2014

    Pink ipad

    Kiss your hand three times, post this on three other books, look under pillow

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted October 9, 2013


    I reset my nook because i thought i was looked out of the one but it turns out i wasnt

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted May 8, 2013

    Awesomest book ever

    This book is really really good it's about how this girl haas to ave her sister from a video game. I would recomend this book to kids 10 to15

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted May 17, 2013


    Its okay (: *gently kisses ur cheek* nite (;

    0 out of 1 people found this review helpful.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted April 30, 2013


    *i smile big nd wrap u in a hug* lol luv ya

    0 out of 1 people found this review helpful.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted April 2, 2013


    Anyone wamma chat?

    0 out of 2 people found this review helpful.

    Was this review helpful? Yes  No   Report this review
See All Sort by: Showing 1 – 20 of 25 Customer Reviews

If you find inappropriate content, please report it to Barnes & Noble
Why is this product inappropriate?
Comments (optional)