Video games have come a long way since the very first console, the Magnavox Odyssey, was released in 1972. Augmented and virtual realities are now on the rise as gamers find more ways to distract themselves from their actual reality. But what happens when the line between real and virtual begins to blur? How will virtual realities shape our future? Explore these concepts by picking up one of these fascinating novels about video games and the people who play them:
Ready Player One by Ernest Cline – Immersing himself in a mid-twenty-first-century technological virtual utopia to escape an ugly real world of famine, poverty, and disease, Wade Watts joins an increasingly violent effort to solve a series of puzzles by the virtual world’s creator.
Lock In by John Scalzi – When a new virus causes one percent of the population to become completely paralyzed in body but not in mind, the United States pursues a scientific initiative to develop a virtual-reality world for victims, with unexpected consequences.
Reamde by Neal Stephenson – When his own high-tech startup 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.
Omnitopia Dawn by Diane Duane – Dev Logan, the genius programmer responsible for a popular, massive multiplayer online game, Omnitopia, guards a secret about his invention – it is no longer simply a program, it has become sentient.
Monkeewrench by P.J. Tracy – Grace McBride and the team at her software company are horrified when events in their murder mystery computer game are replicated in the real world by a ruthless killer, a situation that prompts them to analyze the game in order to anticipate his next move. Continue reading