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Ender's Game [Paperback]

Orson Scott Card (Author)
4.6 out of 5 stars  See all reviews (3,009 customer reviews)

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Book Description

February 18, 2002 10 and up5 and up
Winner of the Hugo and Nebula Awards

In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.

Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister.

Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives.
 
Ender's Game is the winner of the 1986 Hugo Award for Best Novel.

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Editorial Reviews

Amazon.com Review

In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut--young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.

Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister. Back on Earth, Peter and Valentine forge an intellectual alliance and attempt to change the course of history.

This futuristic tale involves aliens, political discourse on the Internet, sophisticated computer games, and an orbiting battle station. Yet the reason it rings true for so many is that it is first and foremost a tale of humanity; a tale of a boy struggling to grow up into someone he can respect while living in an environment stripped of choices. Ender's Game is a must-read book for science fiction lovers, and a key conversion read for their friends who "don't read science fiction."

Ender's Game won both the Hugo and the Nebula the year it came out. Writer Orson Scott Card followed up this honor with the first-time feat of winning both awards again the next year for the sequel, Speaker for the Dead. --Bonnie Bouman --This text refers to an alternate Paperback edition.

From Publishers Weekly

For the 20th anniversary of Card's Hugo and Nebula Award–winning novel, Audio Renaissance brings to life the story of child genius Ender Wiggin, who must save the world from malevolent alien "buggers." In his afterword, Card declares, "The ideal presentation of any book of mine is to have excellent actors perform it in audio-only format," and he gets his wish. Much of the story is internal dialogue, and each narrator reads the sections told from the point of view of a particular character, rather than taking on a part as if it were a play. Card's phenomenal emotional depth comes through in the quiet, carefully paced speech of each performer. No narrator tries overmuch to create separate character voices, though each is clearly discernible, and the understated delivery will draw in listeners. In particular, Rudnicki, with his lulling, sonorous voice, does a fine job articulating Ender's inner struggle between the kind, peaceful boy he wants to be and the savage, violent actions he is frequently forced to take. This is a wonderful way to experience Card's best-known and most celebrated work, both for longtime fans and for newcomers.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved. --This text refers to the Audio CD edition.

Product Details

  • Reading level: Ages 10 and up
  • Paperback: 336 pages
  • Publisher: Starscape; 1st edition (February 18, 2002)
  • Language: English
  • ISBN-10: 0765342294
  • ISBN-13: 978-0765342294
  • Product Dimensions: 7.6 x 5.3 x 0.9 inches
  • Shipping Weight: 8 ounces (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (3,009 customer reviews)
  • Amazon Best Sellers Rank: #9,511 in Books (See Top 100 in Books)

More About the Author

Orson Scott Card is the bestselling author best known for the classic Ender's Game, Ender's Shadow and other novels in the Ender universe. Most recently, he was awarded the 2008 Margaret A. Edwards Award for lifetime achievement in Young Adult literature, from the American Library Association. Card has written sixty-one books, assorted plays, comics, and essays and newspaper columns. His work has won multiple awards, including back-to-back wins of the Hugo and the Nebula Awards-the only author to have done so in consecutive years. His titles have also landed on 'best of' lists and been adopted by cities, universities and libraries for reading programs. The Ender novels have inspired a Marvel Comics series, a forthcoming video game from Chair Entertainment, and pre-production on a film version. A highly anticipated The Authorized Ender Companion, written by Jake Black, is also forthcoming.Card offers writing workshops from time to time and occasionally teaches writing and literature at universities.Orson Scott Card currently lives with his family in Greensboro, NC.

 

Customer Reviews

3,009 Reviews
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3 star:
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2 star:
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1 star:
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Average Customer Review
4.6 out of 5 stars (3,009 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

480 of 523 people found the following review helpful:
5.0 out of 5 stars Enjoyable and Ingenious, November 19, 1999
By A Customer
Whenever I talk about this book, it's hard not to make it sound like I am a science fiction junkie. I love and defend sci-fi, but I am not limited to the genre. Neither, I think, is this magnificent book. To label it simply a sci-fi classic would be like labeling "Moby Dick" a great book about boats. All great books, regardless of the genre, say something truly profound about the human condition.

"Ender's Game" not only manages to have a strong message, but it is also a joy to read. The plot is enthralling, the characters are complex and realistic, and the descriptions of the battleroom fill your head with fantastic images that make you wish your school had been like this, without the burden of saving humanity. The subplot involving Valentine and Peter is superb and cannot fail to inflame every reader's megalomaniacal side. Though the book is about children, it never condescends and gives kids the credit for the intelligent creatures they are (a big plus for teenage readers). The characters are exceptionally bright, but they are still identified as five- to twelve-year olds, not as mini-adults. It's no wonder that so many gifted young readers have made the statement, "I am Ender." I hope "Ender's Game" is able to make the rare crossover from lowly sci-fi to recognized, so-called "legitimate" literature.

Not only will you not be able to put the book down, you won't be able to read this book just once.

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115 of 124 people found the following review helpful:
5.0 out of 5 stars The Epitome of Science Fiction, March 6, 2002
By 
This was a book recommended to me by a friend who also happened to tell me the ending before I read it. Remind me to give him a nasty stare!

Anyway, this book starts off with a rather long introduction which the author wrote himself about his influences and motivation for writing Ender's Game. The author has had the idea of a Battle Room since he was sixteen. Only much later did he piece together the story of Ender and his mission to save the earth.

Ender Wiggin is a special boy. He is the youngest (6 yrs old when the story starts) of a family of child geniuses (Peter being the eldest, then Valentine). This story is set in the future where aliens (called Buggers because of their physical and mental traits) have tried to invade the earth twice. Twice the Earth defeated them, but at great cost. The government is scrambling to make sure this never happens again by training the next set of star fleet commanders from childhood.

In this futuristic world, only the government could sanction the birth of a third child (for population control reasons). In a way, Ender was born for a purpose. Peter and Valentine were both tested for giftedness and they both possessed it; however, he was ruthless and evil, and she was too soft and kind. Ender was a perfect balance of decisiveness and innocence, and so chosen from the beginning to go through Battle School. It is in Battle School that Ender learns military strategy and the history of wars between the Earth and the Buggers. It is also in Battle School that Ender makes friends and molds the perfect platoon leaders.

What's really unique about this story is that Ender is forced to grow up so quickly by the "adults." The teachers of the school and high government officials all have one thought in their minds. And that is to eliminate the alien threat at all costs. Even if it means sacrificing the health and sanity of a child. Ender is subjected to so much isolation and abuse throughout the story, that I felt really bad for him. He has to learn to think like an adult through the eyes of a child. His biggest fear is becoming like his brother Peter (who, in Ender's eyes, is a cold blooded killer -- keep in mind that we're talking about the thoughts of a child who hasn't even reached puberty) is slowly becoming a self-fulfilling prophecy as he matures. The ending of this story is just amazing. I will not give it away!

I recommended this book to a 13 year old boy before having finished the book. Now I'm thinking twice about my recommendation. Although this book's main characters are children and centers around the premise that child geniuses will save the world, there are a lot of adult themes and references to ancient history that probably only an adult would appreciate. I believe references to the Warsaw Pact, the League of Nations, Locke and Demosthenes will confuse the younger readers. Also the themes of murder, deception, isolation, rules of engagement in battle might be viewed as inappropriate by parents for their kids. With this in mind, I urge the reader to consider the maturity of the intended audience before recommending this book even though this is a terrific story.

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22 of 24 people found the following review helpful:
5.0 out of 5 stars Playing For Keeps!, September 4, 2002
This review is from: Ender's Game (Paperback)
Ender Wiggin is one of the children chosen by the world government of Earth. For the last three years, from age three to six, he's worn a monitor-a device designed and used to watch him day and night, so finely tuned that he'd started to believe that it could read his thoughts. Then, when he was six, the device was removed. Ender's whole world changed. Hated by his brother Peter, loved by his sister Valentine, Ender suddenly became prey for the bigger boys at his school. After an altercation in school and a display of viciousness and cold cruelty on Ender's part, he's told he made the program for the International Fleet, the first line of defense against the Buggers, an alien enemy encountered nearly fifty years ago that came short of destroying the planet. Graff, the man from I.F., tells Ender that he qualified for the Battle School program, where Ender will learn how to fight Buggers. The downside is that he won't get to see his family for ten years. And Battle School doesn't turn out exactly the way Ender had envisioned it would.

Orson Scott Card is an award-winning science fiction and fantasy writer. In addition to the Ender Wiggin series (ENDER'S GAME, SPEAKER FOR THE DEAD, XENOCIDE, CHILDREN OF THE MIND, ENDER'S SHADOW, SHADOW OF THE HEGEMON, and SHADOW PUPPETS), Card has also written the Homecoming series (THE MEMORY OF EARTH, THE CALL OF EARTH, THE SHIPS OF EARTH, EARTHFALL, and EARTHBORN) and the Tales of Alvin Maker series (SEVENTH SON, RED PROPHET, PRENTICE ALVIN, ALVIN JOURNEYMAN, and HEARTFIRE). HOMEBODY, TREASUR BOX and LOST BOYS are three of his works that heavily involve the supernatural in today's world. He's also written two novels about women from the Bible (REBEKAH and SARAH), and several stand-alone novels and other trilogies.

ENDER'S GAME is a wonderful read for old-time science fiction fans that cut his or her teeth on Robert Heinlein. The same depth of character in a young protagonist that Heinlein was noted for is present, and the world-building skills are sharp. At the same time, Card embraces the younger readers of SF by laying much of Ender's story in action and gameplay. Every young reader out there is living in an SF world when he or she plugs into a PlayStation game, and Card entices those players by showing how much fun his vision of the future is with null-gravity and gameplay. Ender comes across always as a real person with real problems. The pacing is quick, always pulling the reader into the next situation, providing tidbits of information that locks in the bigger picture by the time the reader gets there. Card's creation of words, situations, and tech-and the ease with which his characters (and the readers!) interface with it-is amazing.

This book is heartily recommended for readers already familiar with SF through Heinlein and Asimov, and to new readers who want a deeper and more immersive experience than the world presented by the latest video game. Well-written books are the closest things to virtual reality that exist at this time, and ENDER'S GAME is one of the best.

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First Sentence:
"I've watched through his eyes, I've listened through his ears, and I tell you he's the one. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
dragon army, little doctor, bugger ships, bugger fleet, bugger wars, flash suit, battle school, toon leaders, simulator field, null gravity, frozen soldier, launch group, green green brown
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Ender Wiggin, Colonel Graff, Mazer Rackham, Salamander Army, Crazy Tom, Major Anderson, Command School, Warsaw Pact, End of the World, Dink Meeker, Rabbit Army, Second Invasion, Peter Wiggin, Rose the Nose, Cam Carby, Rat Army, First Invasion, Hot Soup, William Bee, Bonzo Madrid, General Pace, Miss Pumphrey, Phoenix Army, Fly Molo, Giant's Drink
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