It's just another day of high school for Zack Lightman. He's daydreaming through another boring math class, with just one more month to go until graduation and freedom--if he can make it that long without getting suspended again. Then he glances out his classroom window and spots the flying saucer. At first, Zack thinks he's going crazy. A minute later, he's sure of it. Because the UFO he's staring at is straight out of the videogame he plays every night, a hugely popular online flight simulator called Armada--in which gamers just happen to be protecting the earth from alien invaders. But what Zack's seeing is all too real. And his skills--as well as those of millions of gamers across the world--are going to be needed to save the earth from what's about to befall it. Yet even as he and his new comrades scramble to prepare for the alien onslaught, Zack can't help thinking of all the science-fiction books, TV shows, and movies he grew up reading and watching, and wonder: Doesn't something about this scenario seem a little too...familiar?
Seventeen-year-old Matthew Munson is ranked thirteenth in the state in Bash Bash Revolution, an outdated video game from 2002 that, in 2017, is still getting tournament play. He's a high school dropout who still lives at home with his mom, doing little but gaming and moping. That is, until Matthew's dad turns up again. Jeffrey Munson is a computer geek who'd left home eight years earlier to work on a top secret military project. Jeff has been a sporadic presence in Matthew's life, and much to his son's displeasure insists on bonding over video games. The two start entering local tournaments together, where Jeff shows astonishing aptitude for Bash Bash Revolution in particular. Then, as abruptly as he appeared, Matthew's father disappears again, just as he was beginning to let Jeff back into his life. The betrayal is life-shattering, and Matthew decides to give chase, in the process discovering the true nature of the government-sponsored artificial intelligence program his father has been involved in. Told as a series of conversations between Matthew and his father's artificial intelligence program, Bash Bash Revolution is a wildly original novel of apocalypse and revolution, as well as a poignant story of broken family.
Las Vegas is gone--destroyed in a terrorist attack. Black Hawk helicopters patrol the skies over New York City. And immersive online gaming is the most dangerous street drug around. In this dystopic near-future, technology has leapt forward once again, and neuro-headsets have replaced computer keyboards. Just slip on a headset, and it's the Internet at the speed of thought. For teen hacker Sam Wilson, a headset is a must. But as he becomes familiar with the new technology, he has a terrifying realization. If anything on his computer is vulnerable to a hack, what happens when his mind is linked to the system? Could consciousness itself be hijacked? Before he realizes what's happened, Sam's incursion against the world's largest telecommunications company leads him to the heart of the nation's cyberdefense network and brings him face to face with a terrifying and unforeseen threat.
Twelve thousand years ago, they came. They descended from the sky amid smoke and fire, and created humanity and gave us rules to live by. They needed gold and they built our earliest civilizations to mine it for them. When they had what they needed, they left. But before they left, they told us someday they would come back, and when they did, a game would be played. A game that would determine our future. This is Endgame. For ten thousand years the lines have existed in secret. The 12 original lines of humanity. Each had to have a Player prepared at all times. They have trained generation after generation after generation. In weapons, languages, history, tactics, disguise, assassination. Together the Players are everything: strong, kind, ruthless, loyal, smart, stupid, ugly, lustful, mean, fickle, beautiful, calculating, lazy, exuberant, weak. They are good and evil. Like you. Like all. This is Endgame. When the game starts, the Players will have to find three keys. The keys are somewhere on Earth. The only rule of their Endgame is that there are no rules. Whoever finds the keys first wins the game. Play. Survive. Solve. People of Earth. Endgame has begun.
Set on the desert planet Arrakis, Dune is the story of the boy Paul Atreides, who would become the mysterious man known as Muad'Dib. He would avenge the traitorous plot against his noble family--and would bring to fruition humankind's most ancient and unattainable dream.
New York City has been decimated by war and plague, and most of civilization has migrated to underground enclaves, where life expectancy is no more than the early 20s. When Deuce turns 15, she takes on her role as a Huntress, and is paired with Fade, a teenage Hunter who lived Topside as a young boy. When she and Fade discover that the neighboring enclave has been decimated by the tunnel monsters--or Freaks--who seem to be growing more organized, the elders refuse to listen to warnings. And when Deuce and Fade are exiled from the enclave, the girl born in darkness must survive in daylight--guided by Fade's long-ago memories--in the ruins of a city whose population has dwindled to a few dangerous gangs.
Once again, the Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who? Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child. Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations are one thing. How will Ender perform in real combat conditions? After all, Battle School is just a game.
Generations ago, violence was banned on New Earth. Society is governed and conflicts are resolved in the arena of a fantasy computer game, Epic. Everyone plays. If you win, you have the chance to go to university, get more supplies for your community, and fulfill your dreams; if you lose, your life both in and out of the game is worth nothing. When Erik, seeking revenge for the unjust treatment of his parents, dares to subvert the rules of Epic, he and his friends find themselves up against with the ultimate masters of the game: the Committee. If Erik and his friends win, they may have the key to destroying Epic's tyranny over New Earth. But if they lose...
When 16-year-old Nick receives a package containing the mysterious computer game Erebos, he wonders if it will explain the behavior of his classmates, who have been secretive lately. Players of the game must obey strict rules: always play alone, never talk about the game, and never tell anyone your nickname. Curious, Nick joins the game and quickly becomes addicted. But Erebos knows a lot about the players and begins to manipulate their lives. When it sends Nick on a deadly assignment, he refuses and is banished from the game. Now unable to play, Nick turns to a friend for help in finding out who controls the game. The two set off on a dangerous mission in which the border between reality and the virtual world begins to blur.
In the virtual future, you must organize to survive. At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual "gold," jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world's poorest countries, where countless "gold farmers," bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay. Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of "General Robotwalla." In Shenzen, heart of China's industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo. The ruthless forces arrayed against them are willing to use any means to protect their power--including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once--a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.
Anda loves Coarsegold Online, the massively-multiplayer role playing game that she spends most of her free time on. It's a place where she can be a leader, a fighter, a hero. It's a place where she can meet people from all over the world, and make friends. Gaming is, for Anda, entirely a good thing. But things become a lot more complicated when Anda befriends a gold farmer -- a poor Chinese kid whose avatar in the game illegally collects valuable objects and then sells them to players from developed countries with money to burn. This behavior is strictly against the rules in Coarsegold, but Anda soon comes to realize that questions of right and wrong are a lot less straightforward when a real person's real livelihood is at stake.
The earth is in the middle of WWIII. The planet's natural resources are almost gone, and war is being fought to control the assets of the solar system. The enemy is winning. The salvation may be Tom Raines. Tom doesn't seem like a hero. He's a short fourteen-year-old with bad skin. But he has the virtual-reality gaming skills that make him a phenom behind the controls of the battle drones. As a new member of the Intrasolar Forces, Tom's life completely changes. Suddenly, he's someone important. He has new opportunities, friends, and a shot at having a girlfriend. But there's a price to pay...
Marcus, a.k.a "w1n5t0n," is only seventeen years old, but he figures he already knows how the system works-and how to work the system. Smart, fast, and wise to the ways of the networked world, he has no trouble outwitting his high school's intrusive but clumsy surveillance systems. But his whole world changes when he and his friends find themselves caught in the aftermath of a major terrorist attack on San Francisco. In the wrong place at the wrong time, Marcus and his crew are apprehended by the Department of Homeland Security and whisked away to a secret prison where they're mercilessly interrogated for days. When the DHS finally releases them, Marcus discovers that his city has become a police state where every citizen is treated like a potential terrorist. He knows that no one will believe his story, which leaves him only one option: to take down the DHS himself.
The alien spaceship is in his sights. His finger is on the Fire button. Johnny Maxwell is about to set the new high score on the computer game Only You Can Save Mankind. Suddenly: We wish to talk. Huh? We surrender. The aliens aren't supposed to surrender -- they're supposed to die! Now what is Johnny going to do with a fleet of alien prisoners who know their rights under the international rules of war and are demanding safe-conduct? It's hard enough trying to save Mankind from the Galactic Hordes. It's even harder trying to save the Galactic Hordes from Mankind. But it's just a game, isn't it? Isn't it?
In an undefined but not-too-distant future, immersive online gaming—closer to Second Life or the OASIS of Ready Player One than World of Warcraft—is omnipresent, and the real and virtual worlds have become irrevocably interwoven; people link up to the digital world via technology implants. But then children around the world begin falling into comas, a condition known as Tandagore Syndrome, that seems to be tied to events within the digital world that goes beyond simple failures of technology. A group of scientists begin investigating, and uncover a vast conspiracy that involves manipulation of the shared virtual world by the elite powers of the world—and soon, they find themselves trapped within the game, unable to log off. And if you die in the game, you die in real life.
The future is now. And the future is terrifying. That's how Otherworld traps you. It introduces you to sensations you'd never be able to feel in real life. You discover what's been missing--because it's taboo or illegal or because you lack the guts to do it for real. And when you find out what's missing it's almost impossible to let it go again. There are no screens. There are no controls. You don't just see and hear it--you taste, smell, and touch it too. In this new reality, there are no laws to break or rules to obey. You can live your best life. Indulge every desire. It's a game so addictive you'll never want it to end. Until you realize that you're the one being played. Welcome to Otherworld, where reality is dead. Step into the future. Leave your body behind.
Humanity is all but extinguished after a war with Partials--engineered organic beings identical to humans--has decimated the population. Reduced to only tens of thousands by a weaponized virus to which only a fraction of humanity is immune, the survivors in North America have huddled together on Long Island. But sixteen-year-old Kira is determined to find a solution. As she tries desperately to save what is left of her race, she discovers that that the survival of both humans and Partials rests in her attempts to answer questions about the war's origin that she never knew to ask. Playing on our curiosity of and fascination with the complete collapse of civilization, Partials is, at its heart, a story of survival, one that explores the individual narratives and complex relationships of those left behind, both humans and Partials alike--and of the way in which the concept of what is right and wrong in this world is greatly dependent on one's own point of view.
It's the year 2045, and the real world is an ugly place. Like most of humanity, Wade Watts escapes his grim surroundings by spending his waking hours jacked into the OASIS, a sprawling virtual utopia that lets you be anything you want to be, a place where you can live and play and fall in love on any of ten thousand planets. And like most of humanity, Wade dreams of being the one to discover the ultimate lottery ticket that lies concealed within this virtual world. For somewhere inside this giant networked playground, OASIS creator James Halliday has hidden a series of fiendish puzzles that will yield massive fortune--and remarkable power--to whoever can unlock them. For years, millions have struggled fruitlessly to attain this prize, knowing only that Halliday's riddles are based in the pop culture he loved--that of the late twentieth century. And for years, millions have found in this quest another means of escape, retreating into happy, obsessive study of Halliday's icons. Like many of his contemporaries, Wade is as comfortable debating the finer points of John Hughes's oeuvre, playing Pac-Man, or reciting Devo lyrics as he is scrounging power to run his OASIS rig. And then Wade stumbles upon the first puzzle. Suddenly the whole world is watching, and thousands of competitors join the hunt--among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life--and love--in the real world he's always been so desperate to escape.
In this fast-paced dystopian thrill ride, a seventeen-year-old girl returns from death as a Reboot and is trained as an elite crime-fighting soldier... until she is given an order she refuses to obey. Wren Connolly died five years ago, only to Reboot after 178 minutes. Now she is one of the deadliest Reboots around... unlike her newest trainee, Callum 22, who is practically still human. As Wren tries to teach Callum how to be a soldier, his hopeful smile works its way past her defenses. Unfortunately, Callum's big heart also makes him a liability, and Wren is ordered to eliminate him. To save Callum, Wren will have to risk it all.
Sixteen-year-old Miki Jones's carefully controlled life spirals into chaos after she's run down in the street, left broken and bloody. She wakes up fully healed in a place called the lobby--pulled from her life, pulled through time and space into some kind of game in which she and a team of other teens are sent on missions to eliminate the Drau, terrifying and beautiful alien creatures. There are no practice runs, no training, and no way out. Miki has only the guidance of secretive but maddeningly attractive team leader, Jackson Tate, who says the game is more than that and what Miki and her new teammates do now determines their survival--and the survival of every other person on this planet. She laughs. He doesn't. And then the game takes a deadly and terrifying turn.
In America after the Second Civil War, the Pro-Choice and Pro-Life armies came to an agreement: The Bill of Life states that human life may not be touched from the moment of conception until a child reaches the age of thirteen. Between the ages of thirteen and eighteen, however, a parent may choose to retroactively get rid of a child through a process called "unwinding." Unwinding ensures that the child's life doesn't "technically" end by transplanting all the organs in the child's body to various recipients. Now a common and accepted practice in society, troublesome or unwanted teens are able to easily be unwound. With breathtaking suspense, this book follows three teens who all become runaway Unwinds: Connor, a rebel whose parents have ordered his unwinding; Risa, a ward of the state who is to be unwound due to cost-cutting; and Lev, his parents' tenth child whose unwinding has been planned since birth as a religious tithing. As their paths intersect and lives hang in the balance, Shusterman examines complex moral issues that will keep readers turning the pages until the very end.
When a game called Warcross takes the world by storm, one girl hacks her way into its dangerous depths. For the millions who log in every day, Warcross isn't just a game--it's a way of life. The obsession started ten years ago and its fan base now spans the globe, some eager to escape from reality and others hoping to make a profit. Struggling to make ends meet, teenage hacker Emika Chen works as a bounty hunter, tracking down Warcross players who bet on the game illegally. But the bounty-hunting world is a competitive one, and survival has not been easy. To make some quick cash, Emika takes a risk and hacks into the opening game of the international Warcross Championships--only to accidentally glitch herself into the action and become an overnight sensation. Convinced she's going to be arrested, Emika is shocked when instead she gets a call from the game's creator, the elusive young billionaire Hideo Tanaka, with an irresistible offer. He needs a spy on the inside of this year's tournament in order to uncover a security problem... and he wants Emika for the job. With no time to lose, Emika's whisked off to Tokyo and thrust into a world of fame and fortune that she's only dreamed of. But soon her investigation uncovers a sinister plot, with major consequences for the entire Warcross empire.
Ged was the greatest sorcerer in all Earthsea, but once he was called Sparrowhawk, a reckless youth, hungry for power and knowledge, who tampered with long-held secrets and loosed a terrible shadow upon the world. This is the tale of his testing, how he mastered the mighty words of power, tamed an ancient dragon, and crossed death's threshold to restore the balance.
List Created By
Margaret Rose O'Keefe
Cataloging & Collection Development Librarian, BCCLS