Fifteen-year-old Katey Dade knows her school's corporate sponsors not-so-secretly monitor her friendships and activities for market research. It's all a part of the Game; the alternative education system designed to use the addictive kick from video games to encourage academic learning. Each school day, a captive audience of students ages 13-17 enter the nationwide chain store-like Game locations to play.
Kid attracts unwanted attention from the sponsors when she begins investigating a series of pranks that the group calling themselves The Unidentified have masterminded to protest the power structure of their school. As Kid finds out she doesn't have rights to her ideas, her privacy, or identity, she and her friends look for a way to revolt in a place where all acts of rebellion are just spun into the next new ad campaign.
This is an updated version of the book released in 2010 with extended scenes and new material, including an author introduction reflecting on the "near-future setting" fifteen years later.
257 pages
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