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In the virtual future, you must organize to survive
At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual "gold," jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world's poorest countries, where countless "gold farmers," bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.
Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of "General Robotwalla." In Shenzen, heart of China's industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.
The ruthless forces arrayed against them are willing to use any means to protect their powerincluding blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at oncea Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.
Imbued with the same lively, subversive spirit and thrilling storytelling that made LITTLE BROTHER an international sensation, FOR THE WIN is a prophetic and inspiring call-to-arms for a new generation
506 pages, Paperback
First published May 11, 2010
“He hated it when adults told him he only felt the way he did because he was young. As if being young was like being insane or drunk, like the convictions he held were hallucinations caused by a mental illness that could only be cured by waiting five years.”
“We're going to fight this battle with everything we have, and we will probably lose. But then we will fight it again, and we will lose a little less, for this battle will win us many supporters. And then we'll lose *again*. And *again*. And we will fight on. Because as hard as it is to win by fighting, it's impossible to win by doing nothing.”
If a writer of prose knows enough of what he is writing about he may omit things that he knows and the reader, if the writer is writing truly enough, will have a feeling of those things as strongly as though the writer had stated them.If Doctorow had trusted his readers’ intelligence, he could have kept that info-dumping to a minimum and kept the story moving at a brisker pace.
highly enough: if you haven't read it yet, start there… here’s the review I wrote of Little Brother on Facebook’s Visual Bookshelf (I've since stopped using that app, and I'm using my Goodreads bookshelf to stay current only, not adding books I've read in the past): “It only looks like a young adult novel, but is actually an amazing update of 1984, a hacker manifesto for activism against the erosion of our Bill of Rights, and a glorious punk anthem for youth culture: Doctorow takes what's wrong with the Department of Homeland Security as a starting point, provides a map of dissent, tells a great story, and along the way, makes math cool and very sexy.” He continues on this tip in the stand-alone novel For the Win: using the alienated labor of 3rd World “gold farmers” on massive online games as a starting point, he provides a map for utopian dissent à la the Wobblies of the early 20th century and shows youth how to unionize with people we’ve never even seen but interact with on a daily basis; all with a driven, compelling plot, fully realized characters, and wonderfully simple descriptions that explain and exemplify difficult and important ideas (revolutionary praxis, the economics of online games and how many are larger than some 1st world GNPs, economic theory and market economy, the psychology of flow, advanced battle strategy and game theory) without dumbing them down. The only negative thing I have to say about this book (and others published by TOR) is that it needs copyediting: typos abound. Also, there are 2-3 sentences that scream for revision (and momentarily intrude into the flow of story). However, these drawbacks failed to keep this book from being deeply loved as a read-aloud book. Highly recommended for tech-geeks, online gaming fans, anyone moved by utopian revolutionary thinking, or any fan of a good SF yarn that has powerful resonance with current global reality.