In Cory Doctorow's wildly successful novel Little Brother, young Marcus Yallow was arbitrarily detained and brutalized by the government in the wake of a terrorist attack on San Francisco-an experience that led him to become a leader of the whole movement of technologically clued-in teenagers, fighting back against the tyrannical security state.
A few years later, California's economy collapses, but Marcus' hacktivist past lands him a job as webmaster for a crusading politician who promises reform. Soon his former nemesis Masha emerges from the political underground to gift him with a thumb drive containing a WikiLeaks-style cable dump of hard evidence of corporate and governmental perfidy. It's incendiary stuff-and if Masha goes missing, Marcus is supposed to release it to the world. Then Marcus sees Masha being kidnapped by the same government agents who detained and tortured Marcus years earlier.
Marcus can leak the archive Masha gave him-but he can't admit to being the leaker because that will cost his employer the election. He's surrounded by friends who remember what he did a few years ago and regard him as a hacker hero. He can't even attend a demonstration without being dragged onstage and handed a mike. He's not at all sure that just dumping the archive onto the Internet, before he's gone through its millions of words, is the right thing to do.
Meanwhile, people are beginning to shadow him, people who look like they're used to inflicting pain until they get the answers they want.
Fast moving, passionate, and as current as next week, Homeland is every bit the equal of Little Brother-a paean to activism, to courage, to the drive to make the world a better place.
Alan is a middle-aged entrepreneur in contemporary Toronto who has devoted himself to fixing up a house in a bohemian neighborhood. This naturally brings him in contact with the house full of students and layabouts next door, including a young woman who, in a moment of stress, reveals to him that she has wings-wings, moreover, that grow back after each attempt to cut them off.
Alan understands. He himself has a secret or two. His father is a mountain, his mother is a washing machine, and among his brothers are a set of Russian nesting dolls.
Now two of the three nesting dolls, Edward and Frederick, are on his doorstep-well on their way to starvation because their innermost member, George, has vanished. It appears that yet another brother, Davey, whom Alan and his other siblings killed years ago, may have returned ... bent on revenge.
Under such circumstances it seems only reasonable for Alan to involve himself with a visionary scheme to blanket Toronto with free wireless Internet connectivity, a conspiracy spearheaded by a brilliant technopunk who builds miracles of hardware from parts scavenged from the city's dumpsters. But Alan's past won't leave him alone-and Davey is only one of the powers gunning for him and all his friends.
Nominated as one of America’s best-loved novels by PBS’s The Great American Read
The bestselling cult classic—now a major motion picture directed by Steven Spielberg.
At once wildly original and stuffed with irresistible nostalgia, READY PLAYER ONE is a spectacularly genre-busting, ambitious, and charming debut—part quest novel, part love story, and part virtual space opera set in a universe where spell-slinging mages battle giant Japanese robots, entire planets are inspired by Blade Runner, and flying DeLoreans achieve light speed.
It’s the year 2045, and the real world is an ugly place.
Like most of humanity, Wade Watts escapes his grim surroundings by spending his waking hours jacked into the OASIS, a sprawling virtual utopia that lets you be anything you want to be, a place where you can live and play and fall in love on any of ten thousand planets.
And like most of humanity, Wade dreams of being the one to discover the ultimate lottery ticket that lies concealed within this virtual world. For somewhere inside this giant networked playground, OASIS creator James Halliday has hidden a series of fiendish puzzles that will yield massive fortune—and remarkable power—to whoever can unlock them.
For years, millions have struggled fruitlessly to attain this prize, knowing only that Halliday’s riddles are based in the pop culture he loved—that of the late twentieth century. And for years, millions have found in this quest another means of escape, retreating into happy, obsessive study of Halliday’s icons. Like many of his contemporaries, Wade is as comfortable debating the finer points of John Hughes’s oeuvre, playing Pac-Man, or reciting Devo lyrics as he is scrounging power to run his OASIS rig.
And then Wade stumbles upon the first puzzle.
Suddenly the whole world is watching, and thousands of competitors join the hunt—among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life—and love—in the real world he’s always been so desperate to escape.
A world at stake.
A quest for the ultimate prize.
Are you ready?
In sharply argued, fast-moving chapters, Cory Doctorow's Information Doesn't Want to Be Free takes on the state of copyright and creative success in the digital age. Can small artists still thrive in the Internet era? Can giant record labels avoid alienating their audiences? This is a book about the pitfalls and the opportunities that creative industries (and individuals) are confronting today. An essential read for anyone with a stake in the future of the arts, Information Doesn't Want to Be Free offers a vivid guide to the ways creativity and the Internet interact today, and to what might be coming next.