This Is Not a Game

( 12 )

Overview

IMAGINE A GAME WITH NO BOUNDARIES - WAITING IN A PARKING LOT, SITTING AT YOUR COMPUTER, WALKING DOWN THE STREET. YOU COULD BE CALLED AT ANY MOMENT - AND YOU'D BETTER BE READY.

THIS IS NOT A GAME.

THIS IS A NOVEL OF GREED, BETRAYAL, AND SOCIAL NETWORKING.

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This Is Not a Game: A Novel

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Overview

IMAGINE A GAME WITH NO BOUNDARIES - WAITING IN A PARKING LOT, SITTING AT YOUR COMPUTER, WALKING DOWN THE STREET. YOU COULD BE CALLED AT ANY MOMENT - AND YOU'D BETTER BE READY.

THIS IS NOT A GAME.

THIS IS A NOVEL OF GREED, BETRAYAL, AND SOCIAL NETWORKING.

Read More Show Less

Editorial Reviews

Publishers Weekly

Williams (The Rift ) weaves intriguing questions about games, gamers and their relationships with real life into this well-paced near-future thriller. Game designer Dagmar specializes in creating "alternate reality" games that muddle the line between fantasy and reality. Trapped in riot-torn Jakarta, she reaches out to the gamer community for help. Once back in Los Angeles, Dagmar is caught up in a web of murders and financial manipulation that she begins to blend into her latest game, using the community of players to solve clues and sift through large amounts of data. The line between real life and the game blurs as the action builds to a satisfying and thoughtful conclusion. Though the technology talk occasionally becomes intrusive, it's convincingly written; the characters are realistic and absorbing, and the story deeply compelling. (Mar.)

Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
Library Journal

College friends united by their love of online games make their passion a successful business, until a currency crash and government coup strand one of them in a foreign country-and their alternate reality games suddenly blur the boundaries between the real and virtual worlds, threatening real fortunes and real lives. Along with William Gibson (Neuromancer) and Bruce Sterling (Schismatrix), Williams (Voice of the Whirlwind) helped create the cyberpunk fiction movement of the late 20th century. Now, he moves beyond cyberpunk into an even nearer future, with all-too-real technologies and all-too-believable possibilities. Sharply drawn characters and sizzling prose make Williams's latest novel essential for all sf collections.


—Jackie Cassada
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Product Details

  • ISBN-13: 9780316003162
  • Publisher: Orbit
  • Publication date: 1/1/2010
  • Series: Dagmar Shaw Series
  • Format: Mass Market Paperback
  • Pages: 496
  • Sales rank: 450,059
  • Product dimensions: 4.25 (w) x 6.75 (h) x 1.25 (d)

Meet the Author

Walter Jon Williams has been nominated repeatedly for every major SF award, including Hugo and Nebula Award nominations for his novel City on Fire. His most recent books are The Sundering, The Praxis, Destiny's Way, and The Rift. Walter Jon Williams lives near Albuquerque, New Mexico, with his wife.

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Customer Reviews

Average Rating 4.5
( 12 )
Rating Distribution

5 Star

(7)

4 Star

(3)

3 Star

(1)

2 Star

(0)

1 Star

(1)

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Sort by: Showing all of 12 Customer Reviews
  • Posted March 8, 2011

    quite good

    could use a bit more about the ARGs and BJs game in my opinion

    Was this review helpful? Yes  No   Report this review
  • Posted February 5, 2011

    more from this reviewer

    A great read

    A very intense thriller with quite a few twists and turns.

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  • Anonymous

    Posted April 9, 2010

    Like Two Different books

    I really liked the first part of this book where she is trapped by the civil conflict in the hotel. The writing was engaging, tight, well crafted. I liked the characters and the pacing. But then she got out of the whole thing and it just seemed to slow to a crawl. It turned into a pretty typical murder mystery and I didn't really see where it was going. It was a totally different book. I didn't even finish it.

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  • Posted December 20, 2009

    more from this reviewer

    Fans will relish this strong thriller as the blur between reality and virtual is almost zero

    At college, they became four friends because of online gaming. Charlie, BJ, Dagmar and Austin were able to turn their love for Internet gaming into a thriving business with each having a different prime role; although their fortunes and misfortunes vary. However, the financial crash has crippled their firm leaving their affluence and influence in jeopardy.

    Even more dangerous is the situation that one of them finds herself in. Alternate reality game designer Dagmar finds herself trapped when rebels and riots threaten everyone in Jakarta. She has no real way out of Indonesia, but has a virtual escape path. Over the net she contacts the online gamer community and manages to escape the country. However, once back in Los Angeles, Dagmar finds herself in the middle of real homicides including one of them and a wizard using online tools to manipulate finances while the world struggles with the greater crisis. She uses what she learns to create a new game with the "Group Mind" competitors solving clues leading her, she hopes, to the culprit, but not the Russian Mafia.

    Perhaps the scene in a restaurant in which a hostess stays on her cellphone ignoring Dagmar the customer sets the tone when the gamer draws a flow chart on the placemat. Fans will relish this strong thriller as the blur between reality and virtual is almost zero. Ironically the social networking commentaries make the plot believable but also slow down the faster than wireless networking story line. Still this is a terrific look at aging gamers as reality and virtual converge in their minds, but with a Russian Mafia professional hit man the only reality is a speeding bullet.

    Harriet Klausner

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  • Anonymous

    Posted April 17, 2011

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    Posted March 7, 2010

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    Posted January 1, 2011

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    Posted September 5, 2012

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    Posted February 16, 2012

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    Posted September 5, 2010

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    Posted May 5, 2011

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Sort by: Showing all of 12 Customer Reviews

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