For the Win

For the Win
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مشارکت: عنوان و توضیح کوتاه هر کتاب را ترجمه کنید این ترجمه بعد از تایید با نام شما در سایت نمایش داده خواهد شد.
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فرمت کتاب

ebook

تاریخ انتشار

2010

Lexile Score

1070

Reading Level

5

ATOS

6.9

Interest Level

9-12(UG)

نویسنده

Cory Doctorow

شابک

9781429989046
  • اطلاعات
  • نقد و بررسی
  • دیدگاه کاربران
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نقد و بررسی

Publisher's Weekly

April 19, 2010
Doctorow uses video games to get teenage readers to think more about globalization, economics, and fair labor practices in this expansive but ponderous story. Set, like his earlier Little Brother
, in a near-future world, it centers on attempts to unionize teenagers who work within massively multiplayer online role-playing games (MMORPGs) as gold farmers, employed to raise game gold and find magic items to be resold, or as Turks, who help police the virtual environments. Employed for minimal wages under horrible working conditions—sometimes in near slavery—these children, led by a global group of fierce and talented gamers, band together, subverting the MMORPGs to take on their corrupt local bosses and the corporations that own the games. As usual, Doctorow writes with authority and a knack for authentic details and lexicon, moving between impoverished villages in China and India and inventive video game worlds. But the story founders under the volume of information he's trying to share—the action is interrupted by lectures on economic principles, sometimes disguised as conversations—and an unwieldy cast of characters. It's undeniably smart and timely, but would have benefited from tighter editing. Ages 12–up.



School Library Journal

July 1, 2010
Gr 10 Up—-ei-dong, known to his Orange County family as Leonard, is addicted to guild game play with his Chinese colleagues. Mala and Yasmin, brilliant strategists, are gaming from an Internet cafe in the poor streets of Dharavi. Matthew and Lu are trying to establish their own freelance gold-farming operation in the rough city of Shenzhen. Guided from Singapore by the secretive Big Sister Nor, these young people are slowly coming together and forming a union to demand basic working conditions and protection from organized crime rackets. In order to prove their strength, these Webblies take over the three games owned by the Coca-Cola Company. Battling for real-world rights in a virtual environment, they must overcome corrupt cops, determined sys ops, and social indifference to beat the game. Doctorow is continually at the leading edge of electronic issues, rallying supporters to the causes of intellectual freedom, privacy, and social justice. Readers will appreciate the game descriptions, but will have a harder time relating the gold-farming issues back to their own play. Lengthy asides detail the workings of the game economies, but they aren't as skillfully incorporated as in "Little Brother"(Tor, 2008). The characters are well formed, but at times it is difficult to keep their interactions in order. Leonard's internal rant with his father is preachy and somewhat tenuous as a justification for the benefits of social gaming. On the other hand, Yasmin's emotional turmoil and attempt to reconcile her upbringing with her current circumstances is honest and rewarding. Full of action and information, this is a solid, if occasionally soapbox-worthy, narrative.—"Chris Shoemaker, New York Public Library"

Copyright 2010 School Library Journal, LLC Used with permission.



Booklist

Starred review from May 1, 2010
Grades 10-1 *Starred Review* Doctorow is indispensable. Its hard to imagine any other author taking on youth and technology with such passion, intelligence, and understanding. Although perhaps less urgent than Little Brother (2008), this effort is superior in every other aspect: scope, plot, character, and style. Set in the near future and in locations across the globe (though primarily China and India), the story involves a sweeping cast of characters making a livingif you want to call brutal conditions and pitiful wages a livingin such virtual-game worlds as Svartalfheim Warriors and Zombie Mecha. Many of them, like 15-year-old Mala (known by her troops as General Robotwalla), endure physical threats from their bosses to farm virtual gold, which is then sold to rich First World gamers. Then these brilliant teens are brought together by the mysterious Big Sister Nor, who has a plan to unionize and bring these virtual worldsand real-world sweatshops, tooto a screeching halt. Once again Doctorow has taken denigrated youth behavior (this time, gaming) and recast it into something heroic. He cant resist the occasional lecturesometimes breaking away from the plot to do sobut thankfully his lessons are riveting. With its eye-opening humanity and revolutionary zeal, this ambitious epic is well worth the considerable challenge.(Reprinted with permission of Booklist, copyright 2010, American Library Association.)




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