"A literary thrill ride operated by complex and memorable characters . . . a plot worthy of Philip K. Dick, William Gibson, and Martin Cruz Smith."
The murder of a dear friend.
Conspiracy on a global scale.
A near-future, dystopic world run by corporations, where nothing is as it seems and everything is part of something else. Technology and everyday life are inseparable, and information is a weapon that can save your life--or kill you.
Exiled to a damp Southeast Asian "Republic," journalist True Ailey relentlessly searches the war-ravaged peninsula for the killers and the truth.
Virtually True, by award-winning journalist Adam Penenberg, is a non-stop 128 mph roller-coaster ride for the mind.
Adam L. Penenberg is a journalism professor at New York University who has written for Fast Company, Forbes, the New York Times, the Washington Post, Wired, Slate, Playboy, and the Economist. A former senior editor at Forbes and a reporter for Forbes.com, Penenberg garnered national attention in 1998 for unmasking serial fabricator Stephen Glass of the New Republic. Penenberg's story was a watershed for online investigative journalism and portrayed in the film Shattered Glass (Steve Zahn plays Penenberg).Penenberg has published several books that have been optioned for film and serialized in the New York Times Magazine, Wired UK, and the Financial Times, and won a Deadline Club Award for feature reporting for his Fast Company story "Revenge of the Nerds," which looked at the future of movie-making. He has appeared on NBC's The Today Show as well as on CNN and all the major news networks, and has been quoted about media and technology in the Washington Post, the Christian Science Monitor, USA Today, Wired News, Ad Age, Marketwatch, Politico, and many others.
Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers
chasing reward points anymore. It’s transforming, well, just about everything.
Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service.
For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers.
These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.