Exclusive Cory Doctorow audiobook
But his whole world changes when he and his friends find themselves caught in the aftermath of a major terrorist attack on San Francisco. In the wrong place at the wrong time, Marcus and his crew are apprehended by the Department of Homeland Security and whisked away to a secret prison where they’re mercilessly interrogated for days.
When the DHS finally releases them, Marcus discovers that his city has become a police state where every citizen is treated like a potential terrorist. He knows that no one will believe his story, which leaves him only one option: to take down the DHS himself.
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.
Mala is a brilliant fifteen-year-old from rural India whose leadership skills in virtual combat have earned her the nickname “General Robotwalla.” In China, Matthew defies his former bosses to build his own gold-farming crew. Leonard lives in Southern California and spends his nights fighting virtual battles alongside his buddies in Asia. All of these young people, and more, become entangled with the mysterious woman called Big Sister Nor, who builds them into a movement to challenge the status quo.
Fighting pitched battles in the virtual worlds of every MMORPG worth playing, Nor’s network of gamers is so successful that it incurs ruthless opposition. Ultimately, Big Sister’s people devise a plan to crash the economy of every virtual world at once—a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.
Welcome to the fractured future, at the dusk of the twenty-first century.
Earth has a population of roughly a billion hominids. For the most part, they are happy with their lot. Those who are unhappy have emigrated, joining the swarming densethinker clades that fog the inner solar system with a dust of molecular machinery so thick it obscures the sun.
The splintery metaconsciousness of the solar system has largely sworn off its pre-post-human cousins dirtside, but its minds sometimes wander ... and when that happens, it casually spams Earth's networks with plans for cataclysmically disruptive technologies that emulsify whole industries, cultures, and spiritual systems. A sane species would ignore these get-evolved-quick schemes, but there's always someone who'll take a bite from the forbidden apple.
So until the overminds bore of stirring Earth's anthill, there's Tech Jury Service: random humans, selected arbitrarily, charged with assessing dozens of new inventions and ruling on whether to let them loose. Young Huw, a technophobic, misanthropic Welshman, has been selected for the latest jury, a task he does his best to perform despite an itchy technovirus, the apathy of the proletariat, and a couple of truly awful moments on bathroom floors.
The Rapture of the Nerds is a brilliant collaboration by Cory Doctorow and Charles Stross, two of the defining personalities of post-cyberpunk science fiction.
Perry and Lester invent things—seashell robots that make toast, Boogie Woogie Elmo dolls that drive cars. They also invent entirely new economic systems, like the "New Work," a New Deal for the technological era. Barefoot bankers cross the nation, microinvesting in high-tech communal mini-startups like Perry and Lester's. Together, they transform the country, and Andrea Fleeks, a journo-turned-blogger, is there to document it.
Then it slides into collapse. The New Work bust puts the dot.combomb to shame. Perry and Lester build a network of interactive rides in abandoned Wal-Marts across the land. As their rides, which commemorate the New Work's glory days, gain in popularity, a rogue Disney executive grows jealous, and convinces the police that Perry and Lester's 3D printers are being used to run off AK-47s.
Hordes of goths descend on the shantytown built by the New Workers, joining the cult. Lawsuits multiply as venture capitalists take on a new investment strategy: backing litigation against companies like Disney. Lester and Perry's friendship falls to pieces when Lester gets the 'fatkins' treatment, turning him into a sybaritic gigolo.
Then things get really interesting.
Have you ever wondered what it's like to live through a bioweapon attack or to have every aspect of your life governed by invisible ants? In Cory Doctorow's collection of novellas, he wields his formidable experience in technology and computing to give us mind-bending sci-fi tales that explore the possibilities of information technology-and its various uses-run amok.
"Anda's Game" is a spin on the bizarre new phenomenon of "cyber sweatshops," in which people are paid very low wages to play online games all day in order to generate in-game wealth, which can be converted into actual money. Another tale tells of the heroic exploits of "sysadmins"-systems administrators-as they defend the cyberworld, and hence the world at large, from worms and bioweapons. And yes, there is a story about zombies too.
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.
One of the web's most celebrated high-tech culture mavens returns with this second collection of essays and polemics. Discussing complex topics in an accessible manner, Cory Doctorow's visions of a future where artists have full freedom of expression is tempered with his understanding that creators need to benefit from their own creations. From extolling the Etsy makerverse to excoriating Apple for dumbing down technology while creating an information monopoly, each unique piece is brief, witty, and at the cutting edge of tech. Now a stay-at-home dad as well as an international activist, Doctorow writes as eloquently about creating real-time Internet theater with his daughter as he does while lambasting the corporations that want to profit from inherent intellectual freedoms.
Trent is sure this won’t happen to him; he’s too clever. Except it does, and it nearly destroys his family—his father’s living, his mother’s health, and his kid sister’s studies all depend on Internet access. Shamed and shattered, Trent runs away to London where he learns how to stay alive on the streets. This drops him straight into the city’s always-rambunctious street scene, a demimonde of artists and activists who are fighting a new bill that will criminalize digital copying even more harmless than Trent’s, making millions of people felons at a stroke. The government is in the grip of a few wealthy media conglomerates. But the powers that be haven’t entirely reckoned with the power of a movie to change people’s minds. . . .
Hailed by Bruce Sterling as a "political activist, gizmo freak, junk collector, programmer, entrepreneur, and all-around Renaissance geek," Cory Doctorow is the web's most celebrated high-tech pop-culture maven. Content is the first collection of Doctorow's infamous articles, essays, and polemics.
Here's why Microsoft should stop treating its customers as criminals (through relentless digital-rights management); how America chose copyright and Happy Meal toys over jobs; why Facebook is taking a faceplant; how Wikipedia is a poor cousin of The Hitchhiker's Guide to the Galaxy; and, of course, why free e-books kick ass.
Accessible to geeks and noobs (if you're not sure what that means, it's you) alike, Content is a must-have compilation from Cory Doctorow, who will be glad to take you along for the ride as he effortlessly surfs the zeitgeist.
Now available for the first time with two additional stories!
Have you ever wondered what it's like to be bitten by a zombie or live through a bioweapon attack? In Cory Doctorow's collection of novellas, he wields his formidable experience in technology and computing to give us mind-bending sci-fi tales that explore the possibilities of information technology-and its various uses-run amok.
"Anda's Game" is a spin on the bizarre new phenomenon of "cyber sweatshops," in which people are paid very low wages to play online games all day in order to generate in-game wealth, which can be converted into actual money. Another tale tells of the heroic exploits of "sysadmins"-systems administrators-as they defend the cyberworld, and hence the world at large, from worms and bioweapons. And yes, there is a story about zombies too. Plus, for the first time, this collection includes "Petard" and "The Man Who Sold the Moon."
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.
A comedy of loyalty, betrayal, sex, madness, and music-swapping
Art is an up-and-coming interface designer working on the management of data flow along the Massachusetts Turnpike. He's doing the best work of his career and can guarantee that the system will be, without a question, the most counterintuitive, user-hostile piece of software ever pushed forth onto the world.
Why? Because Art is an industrial saboteur. He may live in London and work for an EU telecommunications megacorp, but Art's real home is the Eastern Standard Tribe.
Instant wireless communication puts everyone in touch with everyone else, twenty-four hours a day. But one thing hasn't changed: the need for sleep. The world is slowly splintering into tribes held together by a common time zone. Art is working to humiliate the Greenwich Mean Tribe to the benefit of his own people. But in a world without boundaries, nothing can be taken for granted-not happiness, not money, and most certainly not love ... which might explain why Art finds himself stranded on the roof of an insane asylum outside of Boston.