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For Gamers: Virtual Reality, Role
Playing, & More
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Epic by Conor Kostick
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
Epics tyranny over New Earth. But if they lose . . .
Crusader by Edward Bloor
Everything in Roberta's life seems plain and fairly boring. She
works in a failing arcade in a mall that's seen busier days -
her only excitement is the bit she finds in playing Crusader, a
violent virtual reality game. But under the surface, Roberta is
still struggling with the memory of her mother's murder years
ago. When a surge of hate crimes suddenly erupts at the mall,
Roberta has difficulty separating real life from her life in the
game, but she resolves to find the perpetrator of the crimes and
her mother's murderer.
Eagle Strike by Anthony Horowitz
Millions adore Damien Cray - he's the world's most famous
vintage star and philanthropist. And he has a new video game
venture that's sure to become a smashing success. But after fter
a chance encounter with assassin Yassen Gregorovich in the South
of France, teenage spy Alex Rider begins to investigate the pop
star and discovers that he is an evil mastermind whose video
game venture hides ominous motives concerning Air Force One,
nuclear missiles, and the international drug trade.
Ender's Game by Orson Scott Card
Earth is under attack by the alien Buggers and the survival of
Earth and the human race depends on a military master who can
defeat them. Ender Wiggin has been recruited by Battleschool and
proves himself again and again to be a tactical master, a
ruthless and strategic genius. He excels in the military war
games, achieving more than anyone ever has before. But these are
just games - how will he perform in real combat situations where
the pressure and the loneliness are even greater than at the
military school he attends?
Heir Apparent by Vivian Vande Velde
Fourteen-year-old Giannine seems to be learning all the possible
ways to get killed in the virtual reality game Heir Apparent,
a total immersion game of kings and knights and intrigue. She
wants to win, but can't seem to get the magic ring and find the
stolen treasure and charm the army of ghosts and fend off the
barbarians and defeat the man-eating dragon - and if she can't
do all that and more, she'll never win. Then she learns that the
equipment she is connected to has been damaged by demonstrators,
and if she can't win the game quickly, she might die - for real.
Idlewild by Nick Sagan
When a young man opens his eyes, startled awake, he knows only
five things: that he is alive, that he is around 18 years old,
that he is a student, that Lazarus is dead, and that someone is
trying to kill him. Unsure of whom to trust, he joins up with
eight companions, all trainees of "Maestro." Reality is not
reality in IVR and yet it is; transmissions come, and the enemy
is invisible. As he gains skills he never knew he had, he
realizes that there's more at stake than just his life.
Locked Inside by Nancy Werlin
Wealthy heiress Marnie Skyedottir refuses to participate in the
oppressive activities of her exclusive boarding school,
preferring instead to burrow into her favorite online adventure
game, where she has started chatting with some of the other
interesting players. But when she is kidnapped from her school
and locked in a basement cell, she soon realizes that her gaming
hasn't prepared her for real life desperate adventure. Marnie
starts to rethink the relationships with her mother, while
wishing for one more battle of wits with her gaming friends, and
waiting for an unlikely rescue.
Oh My Goth by Gena Showalter
Jade is a nonconformist, the mocked goth girl at her school, but
it doesn't really bother her because she likes being different.
When she's trapped in a virtual reality game where she's normal
and everyone around her is goth, it's her worst nightmare.
Spy High: Mission One by A.J. Butcher
Devereux Academy is not what it seems - the football practice is
a hologram and the elderly school receptionist is highly trained
in defense. The Bond Team, a group of students hand-picked to
work together, is failing miserably at their virtual reality
training program. Personality clashes threaten the group, so
their senior tutor decides they need a bonding experience -
something not nearly so virtual.
Time Hackers by Gary Paulsen
The ultimate hackers have decided to make Dorso Clayman and his
best friend the target of practical techno-jokes. The gamesters
have hacked into the timeline using futuristic technology and
things from the past keep appearing in the present. But the
pranks are becoming dangerous, and soon Dorso and Frank set off
on a journey through space and time to try to break the code and
stop the hackers from throwing the universe into total chaos.
Wizards of the Game by David Lubar
Shath'dra, an invincible warrior mage, was created to dominate
the world of Zule - created by Mercer, an eighth grader who
lives for his fantasy role-playing game Wizards of the Warrior
World. When Mercer tries to bring a gaming convention to his
middle school, a religious group protests the game for its
simulated magic, and he soon finds himself being pursued by four
real wizards who are trapped on Earth and want his help in
returning to their own world.
March 2008
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