The Great Interactive Dream Machine

The Great Interactive Dream Machine by Richard Peck, published by National Geographic Books in November 1998, is a reprint edition featuring 160 pages in English. This story follows Josh Lewis and his best friend Aaron Zimmer, who has transformed his computer into a wish-granting machine. While this innovation seems like a dream come true for tech enthusiasts, unexpected complications arise as the machine unpredictably grants wishes, including those of Aaron’s mom’s poodle. The narrative takes a turn when a mysterious figure known as The Watcher begins to monitor their activities in cyberspace.
Readers will find an engaging tale that blends elements of juvenile fiction, action and adventure, and science fiction. The plot explores themes of friendship and the consequences of technology, as Josh and Aaron navigate the challenges posed by their invention. With its fast-paced storyline, this book offers an entertaining experience for young readers interested in dreams and the adventures that unfold in the digital realm.
Official synopsis Publisher
Josh Lewis’ best friend, Aaron Zimmer, has turned his computer into a wish-granting machine. It ought to be every techno-addict’s dream, but there are a few bugs in the system. Nobody knows when the computer will interactivate next–and it doesn’t just grant Josh and Aaron’s wishes. In fact, Aaron’s mom’s poodle seems to eb doing some of the wishing, too. When a mysterious spy called The Watcher starts monitoring their every move in cyberspace, the real trouble begins in this compelling story from Newbery medal-winning author Richard Peck.
“A guaranteed fun, faced-paced adventure.”–School Library Journal
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