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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Thirteen-year-old Oliver has moved to a new town and school with his mom after his dad disappeared two years earlier. Leaving his best friend David behind, he's begun a tentative friendship with his classmate Logan, who spend time together playing the world's most popular video game series, Razer. But when fellow gamers start falling into "Gamer Comas"-more than sixty million worldwide-they learn that the artificial intelligence of the game has become massively powerful and impossible to control. The AI has gone rogue and is harnessing the neural brain power of gamers through their headsets, launching an attack to take over the world's infrastructure and holding everyone hostage in its wake.
Their only hope to save humanity is to eradicate the AI by beating it at its own game. And who better to accomplish that than the teen gamers obsessed with Razer. A secret agency of the government has been aware of the AI war, such as it is, and has launched an offensive by using the very segment of the population that the AI is targeting, teens, and recruiting them to fight on a virtual video game battlefield with an enemy consisting of cyborgs led by a ruthless and ganglike AI leader of the same name, Razer. Now Oliver and Logan are part of those teens recruited into gaming assault troops, launching a coordinated global strike to force their way into the AI's mainframe and take it down...before it's too late.
A thought-provoking and intellectual story about our existence among and reliance on computers, technology, and the rising use of artificial intelligence.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Thirteen-year-old Oliver has moved to a new town and school with his mom after his dad disappeared two years earlier. Leaving his best friend David behind, he's begun a tentative friendship with his classmate Logan, who spend time together playing the world's most popular video game series, Razer. But when fellow gamers start falling into "Gamer Comas"-more than sixty million worldwide-they learn that the artificial intelligence of the game has become massively powerful and impossible to control. The AI has gone rogue and is harnessing the neural brain power of gamers through their headsets, launching an attack to take over the world's infrastructure and holding everyone hostage in its wake.
Their only hope to save humanity is to eradicate the AI by beating it at its own game. And who better to accomplish that than the teen gamers obsessed with Razer. A secret agency of the government has been aware of the AI war, such as it is, and has launched an offensive by using the very segment of the population that the AI is targeting, teens, and recruiting them to fight on a virtual video game battlefield with an enemy consisting of cyborgs led by a ruthless and ganglike AI leader of the same name, Razer. Now Oliver and Logan are part of those teens recruited into gaming assault troops, launching a coordinated global strike to force their way into the AI's mainframe and take it down...before it's too late.
A thought-provoking and intellectual story about our existence among and reliance on computers, technology, and the rising use of artificial intelligence.