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Cory Doctorow - For the Win

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For the Win: summary, description and annotation

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In the virtual future, you must organize to survive
At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual gold, jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the worlds poorest countries, where countless gold farmers, bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.
Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of General Robotwalla. In Shenzen, heart of Chinas industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.
The ruthless forces arrayed against them are willing to use any means to protect their powerincluding blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sisters people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at oncea Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.
Imbued with the same lively, subversive spirit and thrilling storytelling that made LITTLE BROTHER an international sensation, FOR THE WIN is a prophetic and inspiring call-to-arms for a new generation
At the Publishers request, this title is being sold without Digital Rights Management Software (DRM) applied.

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For the Win

Cory Doctorow

Last updated 18 April 2010


READ THIS FIRST

This book is distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 license. That means:

You are free:

  • to Share -- to copy, distribute and transmit the work
  • to Remix -- to adapt the work
Under the following conditions:
  • Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
  • Noncommercial. You may not use this work for commercial purposes.
  • Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
  • For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link http://craphound.com/ftw
  • Any of the above conditions can be waived if you get my permission
More info here: http://creativecommons.org/licenses/by-nc-sa/3.0/

See the end of this file for the complete legalese.


INTRODUCTION

For the Win is my second young adult novel, and, like my 2008 book Little Brother, it is meant to do more than tell a story. For the Win is a book about economics (a subject that suddenly got a lot more relevant about halfway through the writing of this book, when the world's economy slid unceremoniously into the toilet and got stuck there), justice, politics, games and labor. For the Win connects the dots between the way we shop, the way we organize, and the way we play, and why some people are rich, some are poor, and how we seemed to get stuck there.

I hope that readers of this book will be inspired to dig deeper into the subjects of "behavioral economics" (and related subjects like "neuroeconomics") and to start asking hard questions about how we end up with the stuff we own, and what it costs our human brothers and sisters to make those goods, and why we think we need them.

But it's a poor politics that can only express itself by choosing to buy or not buy something. Sometimes (often!), you need to organize to make a difference.

This is the golden age of organizing. If there's one thing the Internet's changed forever, it's the relative difficulty and cost of getting a bunch of people in the same place, working for the same goal. That's not always good (thugs, bullies, racists and loonies never had it so good), but it is fundamentally game-changing.

It's hard to remember just how difficult this organizing stuff used to be: how hard it was to do something as trivial as getting ten friends to agree on dinner and a movie, let alone getting millions of people together to raise money for a political candidate, get the vote out, protest corruption, or save an endangered and beloved institution.

The net doesn't solve the problem of injustice, but it solves the first hard problem of righting wrongs: getting everyone together and keeping them together. You still have to do the even harder work of risking life, limb, personal fortune, reputation,

Every wonderful thing in our world has fight in its history. Our rights, our good fortune, our happiness and all that is sweet was paid for, once upon a time, by principled people who risked everything to change the world for the better. Those risks are not diminished one iota by the net. But the rewards are every bit as sweet.


AUDIOBOOK

The good folks at Random House Audio produced a fantastic audio edition of this book. You can buy it on CD, or you can buy the MP3 version from a variety of online booksellers. I also sell it myself on my site

Unfortunately, you can't buy this book from the world's most popular audiobook vendors: Apple's iTunes and Amazon's Audible. That's because neither store would allow me to sell the audiobook on terms that I believe are fair and just.

Specifically, Apple refused to carry the book unless it had "digital rights management" on it. This is the technology that locks music to Apple's devices. It's illegal to move DRM-crippled files to devices that Apple hasn't blessed, which means that if I encourage you to buy my works through Apple, I lose the ability to choose to continue to sell to you from Apple's competition at some later date in the future. That seems like a bad deal for both of us.

To its credit, Audible (which supplies all of the audiobooks on iTunes) was willing to sell this book without DRM, but they insisted on including their extremely onerous "end user license agreement," which also prohibits moving my book to a device that Audible hasn't approved. To make it easy for them, I offered to simply record a little intro that said, "Cory Doctorow and Random House Audio grant you permission to use this book in any way that does not violate copyright law." That way, they wouldn't have to make any changes to their site or the agreements you have to click through to use it. But Audible refused.

I wouldn't sell this book through Wal-Mart if they insisted that you could only shelve it on a Wal-Mart bookcase and I won't sell it through any online retailer that imposes the same requirement on your virtual bookshelves. That's also why you won't find my books for sale for the Kindle or iPad stores -- both stores insist on the right to lock you into terms that I believe are unfair and bad for both of us.

I'm pretty bummed about this. For the record, I would gladly sell through both Apple and Audible if they'd let me sell it without DRM, and under the world's shortest EULA ("Don't violate copyright law.") In the meantime, I thank you in advance for patronizing online audiobook sellers who respect the rights of both authors and audiences. And I am especially grateful to Random House Audio for backing me in this fight to get a fair deal for all of us.


THE COPYRIGHT THING

The Creative Commons license at the top of this file probably tipped you off to the fact that I've got some pretty unorthodox views about copyright. Here's what I think of it, in a nutshell: a little goes a long way, and more than that is too much.

I like the fact that copyright lets me sell rights to my publishers and film studios and so on. It's nice that they can't just take my stuff without permission and get rich on it without cutting me in for a piece of the action. I'm in a pretty good position when it comes to negotiating with these companies: I've got a great agent and a decade's experience with copyright law and licensing (including a stint as a delegate at WIPO, the UN agency that makes the world's copyright treaties). What's more, there's just not that many of these negotiations -- even if I sell fifty or a hundred different editions of For the Win (which would put it in top millionth of a percentile for fiction), that's still only a hundred negotiations, which I could just about manage.

I hate the fact that fans who want to do what readers have always done are expected to play in the same system as all these hotshot agents and lawyers. It's just stupid to say that an elementary school classroom should have to talk to a lawyer at a giant global publisher before they put on a play based on one of my books. It's ridiculous to say that people who want to "loan" their electronic copy of my book to a friend need to get a license to do so. Loaning books has been around longer than any publisher on Earth, and it's a fine thing.

Copyright laws are increasingly passed wihtout democratic debate or scrutiny. In Great Britain, where I live, Parliament has just passed the Digital Economy Act, a complex copyright law that allows corporate giants to disconnect whole families from the Internet if anyone in the house is accused (without proof) of copyright infringement; it also creates a "Great Firewall of Britain" that is used to censor any site that record companies and movie studios don't like. This law was passed without any serious public debate in Parliament, rushed through using a dirty process through which our elected representatives betrayed the public to give a huge, gift-wrapped present to their corporate pals.

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