Girl Code: Gaming, Going Viral, and Getting It Done (Hardcover)
When Andrea and Sophie were teenagers, their lives converged at a Girls Who Code summer camp--paired together, the two ended up coding a feminist game that went viral and became a media darling, a game which launched both of their careers in the STEM world! This book is their account of that time of their lives--why they decided to start coding, what their initial impressions of Girls Who Code and each other were, the obstacles they faced (both socially and code-wise) for their smash hit game Tampon Run (an entertaining way to de-stigmatize periods), how they engineered it's success, and what happened after they became tech stars. This memoir is a positive, fun look at the possibilities for girls who persist even in male-dominated fields, and proof that girls have voices that people want to hear! Ages 12+— From Ann's Picks
A New York Public Library Best Book of 2017
Perfect for aspiring coders everywhere, Girl Code is the story of two teenage tech phenoms who met at Girls Who Code summer camp, teamed up to create a viral video game, and ended up becoming world famous. The book also includes bonus content to help you start coding
Fans of funny and inspiring books like Maya Van Wagenen's Popular and Caroline Paul's Gutsy Girl will love hearing about Andrea "Andy" Gonzales and Sophie Houser's journey from average teens to powerhouses.
Through the success of their video game, Andy and Sophie got unprecedented access to some of the biggest start-ups and tech companies, and now they're sharing what they've seen. Their video game and their commitment to inspiring young women have been covered by the Huffington Post, Buzzfeed, CNN, Teen Vogue, Jezebel, the Today show, and many more.
Get ready for an inside look at the tech industry, the true power of coding, and some of the amazing women who are shaping the world. Andy and Sophie reveal not only what they've learned about opportunities in science and technology but also the true value of discovering your own voice and creativity.
A Junior Library Guild selection
A Children's Book Council Best STEM Trade Book for Students K-12