In the world of GV, computer games have evolved to the point at which you can superimpose your image onto those of the characters in the game. This is called Going Vicarious, or GV. The game progresses based on the choices made by the people who have elected to participate (by, as previously described, superimposing their images). Imagine reality television, but you’re actually in it. Where the line between game and reality is exactly, we can’t be sure, and that intriguing question forms the mystery behind this story.It’s thirty years in the future and Sarah has a continue her safe, dull existence, or take the chance offered by this new world of substituted reality. Although she is seemingly content, Sarah is undeniably more shy and reserved than her Level Two Young Adult companions (age 26-30). Nevertheless, she thoroughly enjoys the thrill of Going Vicarious or, as it’s commonly known, GV.One way to go vicarious is to apply your photographic image to that of your favorite film star, so that in Gone with the Wind, Sarah appears as Scarlett O’Hara in all her natural beauty. It’s quite a harmless diversion… or so it would seem. But to a suggestible, sensitive person like Sarah, GVing has powerful, personality-changing consequences.However, there is much more to this enchanted new world than just static movie morphing. There’s the exciting experience of online games, where through GV you can actually become the character you are playing. The game selection is enormous, from travel escapades to beach parties to grueling job interviews. The ways to be entertained seem endless. So much so that Young Adults now prefer to socialize through games, rather than in person—much easier to present yourself, and the action is better. It’s a happy, simple life, where the conflict between reality and fantasy does not exist.Through her Young Adult friends, Sarah is persuaded to try an online date with an out-of-work actor named Sergei. Sounds harmless enough, but Jimmy, her image-stealing techno-savant co-worker, has different plans for Sarah, and embroils her in a series of cruel and terrifying game exploits, which to everyone’s surprise actually excites mild, meek Sarah. Who would have thought?Meanwhile, Jimmy’s friend, Sonny, has gotten himself into hot water in an online poker game and needs help. As Jimmy and Sarah join forces to help him, Sonny’s grandfather and Jimmy’s grandmother lead them, along with Sarah’s friends, in a sting operation with stakes that are higher than they appear. Along the way they must deal with dangerous thugs, falling in love, twelve-year-old techno-cops and government surveillance of online games. Jimmy’s technological skills, and Sarah’s new-found bravery, are put to the test, and ultimately Sarah must make the biggest choice of her life.The story leads us through this world of appearances in which form eclipses meaning, and the lines between games and real life are thin and blurred.