When Mae Holland is hired to work for the Circle, the world's most powerful internet company, she feels she's been given the opportunity of a lifetime. The Circle, run out of a sprawling California campus, links users' personal emails, social media, banking, and purchasing with their universal operating system, resulting in one online identity and a new age of civility and transparency. As Mae tours the open-plan office spaces, the towering glass dining facilities, the cozy dorms for those who spend nights at work, she is thrilled with the company's modernity and activity. There are parties that last through the night, there are famous musicians playing on the lawn, there are athletic activities and clubs and brunches, and even an aquarium of rare fish retrieved from the Marianas Trench by the CEO. Mae can't believe her luck, her great fortune to work for the most influential company in the world--even as life beyond the campus grows distant, even as a strange encounter with a colleague leaves her shaken, even as her role at the Circle becomes increasingly public. What begins as the captivating story of one woman's ambition and idealism soon becomes a heart-racing novel of suspense, raising questions about memory, history, privacy, democracy, and the limits of human knowledge.
Four teenagers, each of whom is a talented player of massively-multiplayer online games, become involved in the difficulties that threaten to tear the world of virtual gaming reality apart--all are involved in a conspiracy to crash the world economy of all the virtual worlds at once, a Ponzi scheme combined with a brilliant hack that ends up being the biggest and most entertaining game of all.
Ethan Jarlewski and five co-workers are bureaucratically marooned in JPod, a no-escape architectural limbo on the fringes of a massive Vancouver video game design company. The six JPodders wage daily battle against the demands of a boneheaded marketing staff, who daily torture employees with idiotic changes to already idiotic games. Meanwhile, Ethan's personal life is shaped (or twisted) by phenomena as disparate as Hollywood, marijuana grow-ops, people-smuggling, ballroom dancing, and the rise of China.
JPod's universe is amoral and shameless - and dizzyingly fast-paced. The characters are products of their era even as they're creating it. Everybody in Ethan's life inhabits a moral grey zone. Nobody is exempt, not even his seemingly straitlaced parents or Coupland himself. Full of word games, visual jokes, and sideways jabs, this book throws a sharp, pointed lawn dart into the heart of contemporary life.
People are dying for the new computer game by the software company "Monkeewrench." Literally. With "Serial Killer Detective" out in limited release, the real-life murders of a jogger and a young woman have already mimicked the first two scenarios in the game. But Grace McBride and her eccentric "Monkeewrench" partners are caught in a vise. If they tell the Minneapolis police of the link between their game and the murders, they'll shine a spotlight on the past they thought they had erased and the horror they thought they'd left behind. If they don't, eighteen more people will die...
A high-stakes online game of dares turns deadly ... When Vee is picked to be a player in NERVE, an anonymous game of dares broadcast live online, she discovers that the game knows her. They tempt her with prizes taken from her ThisIsMe page and team her up with the perfect boy: sizzling-hot Ian. At first it's exhilarating-Vee and Ian's fans cheer them on to riskier dares with higher stakes. But the game takes a twisted turn when they're directed to a secret location with five other players for the grand prize round. Suddenly they're playing all-or-nothing-with their lives on the line. Just how far will Vee go before she loses NERVE? With NERVE, debut author Jeanne Ryan delivers an intensely gripping suspense thriller perfect for fans of The Hunger Games.
In an increasingly wired and computer-friendly world, massive multiplayer online games have become the ultimate form of entertainment. And the most popular gaming universe of all is Omnitopia, created by genius programmer Dev Logan. For millions of people around the world, Omnitopia is an obsession, a passionate pastime, almost a way of life. But there's a secret to Omnitopia, one that Dev would give his life to protect--the game isn't just a program or a piece of code. It's become sentient--alive. And it's Dev's job to keep it that way. First in a series.
The Culture--a human/machine symbiotic society--has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer, and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game...a game so complex, so like life itself, that the winner becomes emperor...
When his own high-tech start up turns into a Fortune 500 computer gaming group, Richard Forthrast, the black sheep of an Iowa family who has amassed an illegal fortune, finds the line between fantasy and reality becoming blurred when a virtual war for dominance is triggered.
There is no such place as Krassnia. Lucy Stone should know -- she was born there. In that tiny, troubled region of the former Soviet Union, revolution is brewing. Its organizers need a safe place to meet, and where better than the virtual spaces of an online game? Lucy, who works for a start-up games company in Edinburgh, has a project that almost seems made for the job: a game inspired by The Krassniad, an epic folk tale concocted by Lucy's mother, Amanda, who studied there in the 1980s. Lucy knows Amanda is a spook. She knows her great-grandmother Eugenie also visited the country in the 1930s and met the man who originally collected Krassnian folklore, and who perished in Stalin's terror. As Lucy digs up details about her birthplace to slot into the game, she finds the open secrets of her family's past, the darker secrets of Krassnia's past and hints about the crucial role she is destined to play in The Restoration Game.
"A fast-paced mystery involving a brilliant teenage sleuth who must unmask a serial killer in San Francisco through Ripper, the online mystery game she plays with her beloved grandfather and friends around the world"-- Provided by publisher.
On vacation with his girlfriend, Ingeborg, the German war-game champion Udo Berger returns to a small town on the Costa Brava where he spent the summers of his childhood. Soon they meet another vacationing German couple, Charly and Hanna, who introduce them to a band of locals--the Wolf, the Lamb, and El Quemado--and to the darker side of life in a resort town. Late one night, Charly disappears without a trace, and Udo's well-ordered life is thrown into upheaval; when Ingeborg and Hanna return to their lives in Germany, he refuses to leave the hotel. Soon, he and El Quemado are enmeshed in a round of Third Reich, his favorite World War II strategy game, and Udo discovers that the game's consequences may be all too real.
Once upon a time, there were four of them. And though each was good at a number of things, all of them were very good at games...
Dagmar is a game designer trapped in Jakarta in the middle of a revolution. The city is tearing itself apart around her and she needs to get out. Her boss Charlie has his own problems -- 4.3 billion of them, to be precise, hidden in an off-shore account. Austin is the businessman -- the VC. He's the one with the plan and the one to keep the geeks in line. BJ was there from the start, but while Charlie's star rose, BJ sank into the depths of customer service. He pads his hours at the call-center slaying on-line orcs, stealing your loot, and selling it on the internet. But when one of them is gunned down in a parking lot, the survivors become players in a very different kind of game. In this near-future thriller, Walter Jon Williams weaves a pulse-pounding tale of intrigue, murder, and games where you don't get an extra life.
"Jere Gutierrez is bucking the trend at the dying art of 'linear' entertainment--what we know today as TV shows. His combinations of astounding stories, captured in the moment, captivate millions. Of course, every one of his stories are fabricated and engineered and orchestrated, even though they're sold as 'real.' Unfortunately fore Jere, his backers have begun to see through his tricks. Desperate for another story, one large enough to capture the attention of the world, he teams up with a retired TV executive to create an ad-supported mission to Mars, complete with corporate sponsors and extreme sports events. What Jere doesn't know is just how captivating his Winning Mars will be."