Books for Gamers
I used to play a ton of games. I know I am probably gonna date myself a bit (hopefully not!), but I had a Playstation 2, an XBox, and a GameCube at one time. I had some of the older consoles too, but now I am strictly an Everquest 2 player. So although I have many, many hobbies other than gaming there was a time when I played all the time. I once played in a Soul Caliber tournament. Yes, that game is ancient, I know. Anyways gaming…so much fun! So if you ever decide to take a break from the consoles or the computer (as in my case) check out these books.
Brain Jack by Brian Falkner
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.
Brian Falkner, author of The Tomorrow Code, has created an action-packed and thought-provoking science fiction adventure in which a brilliant young computer hacker fights to prevent the human race from being deleted.
Feed by M.T. Anderson
Identity crises, consumerism, and star-crossed teenage love in a futuristic society where people connect to the Internet via feeds implanted in their brains.
For Titus and his friends, it started out like any ordinary trip to the moon – a chance to party during spring break and play with some stupid low-grav at the Ricochet Lounge. But that was before the crazy hacker caused all their feeds to malfunction, sending them to the hospital to lie around with nothing inside their heads for days. And it was before Titus met Violet, a beautiful, brainy teenage girl who has decided to fight the feed and its omnipresent ability to categorize human thoughts and desires. Following in the footsteps of George Orwell, Anthony Burgess, and Kurt Vonnegut Jr., M. T. Anderson has created a not-so-brave new world — and a smart, savage satire that has captivated readers with its view of an imagined future that veers unnervingly close to the here and now.
Armada by Ernest Cline
Zack Lightman has spent his life dreaming. Dreaming that the real world could be a little more like the countless science-fiction books, movies, and videogames he’s spent his life consuming. Dreaming that one day, some fantastic, world-altering event will shatter the monotony of his humdrum existence and whisk him off on some grand space-faring adventure.
But hey, there’s nothing wrong with a little escapism, right? After all, Zack tells himself, he knows the difference between fantasy and reality. He knows that here in the real world, aimless teenage gamers with anger issues don’t get chosen to save the universe.
And then he sees the flying saucer.
Even stranger, the alien ship 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.
No, Zack hasn’t lost his mind. As impossible as it seems, what he’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.
It’s Zack’s chance, at last, to play the hero. But even through the terror and exhilaration, he can’t help thinking back to all those science-fiction stories he grew up with, and wondering: Doesn’t something about this scenario seem a little…familiar?
At once gleefully embracing and brilliantly subverting science-fiction conventions as only Ernest Cline could, Armada is a rollicking, surprising thriller, a classic coming of age adventure, and an alien invasion tale like nothing you’ve ever read before—one whose every page is infused with the pop-culture savvy that has helped make Ready Player One a phenomenon.
Ready Player One by Ernest Cline
In the year 2044, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he’s jacked into the virtual utopia known as the OASIS. Wade’s devoted his life to studying the puzzles hidden within this world’s digital confines, puzzles that are based on their creator’s obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them. When Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade’s going to survive, he’ll have to win—and confront the real world he’s always been so desperate to escape.
Reboot by Amy Tintera
Five years ago, Wren Connolly was shot three times in the chest. After 178 minutes she came back as a Reboot: stronger, faster, able to heal, and less emotional. The longer Reboots are dead, the less human they are when they return. Wren 178 is the deadliest Reboot in the Republic of Texas. Now seventeen years old, she serves as a soldier for HARC (Human Advancement and Repopulation Corporation).
Wren’s favorite part of the job is training new Reboots, but her latest newbie is the worst she’s ever seen. As a 22, Callum Reyes is practically human. His reflexes are too slow, he’s always asking questions, and his ever-present smile is freaking her out. Yet there’s something about him she can’t ignore. When Callum refuses to follow an order, Wren is given one last chance to get him in line—or she’ll have to eliminate him. Wren has never disobeyed before and knows if she does, she’ll be eliminated, too. But she has also never felt as alive as she does around Callum.
The perfect soldier is done taking orders.
In Real Life by Cory Doctorow
Anda loves Coarsegold Online, the massively-multiplayer role-playing game where she spends most of her free time. 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.
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.
From acclaimed teen author (Little Brother, For the Win) and Boing Boing editor Cory Doctorow and Koko Be Good creator Jen Wang, In Real Life is a perceptive and high-stakes look at adolescence, gaming, poverty, and culture clash.
Rush by Eve Silver
So what’s the game now? This, or the life I used to know?
Miki Jones’s carefully controlled life spins 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, through tiime 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. Every moment of the game is kill or be killed, and Miki has only the questionable guidance of Jackson Tate, the team’s alluring and secretive leader. He evades her questions, holds himself aloof from the others, and claims it’s every player for himself. But when he puts himself at risk to watch Miki’s back, he leaves her both frustrated and fascinated. Jackson says the game isn’t really a game, that what Miki and her new teammates do now determines their survival. And the survival of every other person on the planet. She laughs. He doesn’t. And then the game takes a deadly and terrifying turn.
Wolf in White Van by John Darnielle
Welcome to Trace Italian, a game of strategy and survival! You may now make your first move. Isolated by a disfiguring injury since the age of 17, Sean Phillips crafts imaginary worlds for strangers to play in. From his small apartment in Southern California, he orchestrates fantastic adventures where possibilities, both dark and bright, open in the boundaries between the real and the imagined. As the creator of Trace Italian – a text-based, roleplaying game played through the mail – Sean guides players from around the world through his intricately imagined terrain, which they navigate and explore, turn by turn, seeking sanctuary in a ravaged, savage future America. Lance and Carrie are high school students from Florida, explorers of the Trace. But when they take their play into the real world, disaster strikes, and Sean is called to account for it. In the process, he is pulled back through time, tunneling toward the moment of his own self-inflicted departure from the world in which most people live.
Brilliantly constructed, Wolf in White Van unfolds in reverse until we arrive at both the beginning and the climax: the event that has shaped so much of Sean’s life. Beautifully written and unexpectedly moving, John Darnielle’s audacious and gripping debut novel is a marvel of storytelling brio and genuine literary delicacy.
Snow Crash by Neal Stephenson
In reality, Hiro Protagonist delivers pizza for Uncle Enzo’s CosoNostra Pizza Inc., but in the Metaverse he’s a warrior prince. Plunging headlong into the enigma of a new computer virus that’s striking down hackers everywhere, he races along the neon-lit streets on a search-and-destroy mission for the shadowy virtual villain threatening to bring about infocalypse. Snow Crash is a mind-altering romp through a future America so bizarre, so outrageous…you’ll recognize it immediately.
In the 1987 Nintendo Entertainment System videogame “Zelda II: The Adventure of Link,” a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer’s joke. In “I AM ERROR” Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.
Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo’s translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo’s first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo’s breakthrough console title “Super Mario Bros.” and its remarkable software innovations; the introduction of Nintendo’s short-lived proprietary disk format and the design repercussions on “The Legend of Zelda”; Nintendo’s efforts to extend their console’s lifespan through cartridge augmentations; the Famicom’s Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Unwind by Neal Shusterman
Connor, Risa, and Lev are running for their lives.
The Second Civil War was fought over reproductive rights. The chilling resolution: Life is inviolable from the moment of conception until age thirteen. Between the ages of thirteen and eighteen, however, parents can have their child “unwound,” whereby all of the child’s organs are transplanted into different donors, so life doesn’t technically end. Connor is too difficult for his parents to control. Risa, a ward of the state, is not enough to be kept alive. And Lev is a tithe, a child conceived and raised to be unwound. Together, they may have a chance to escape and to survive.