Cory Doctorow has a new book.
In the virtual future, you must organize to survive.
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 China's 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 power -- including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once -- a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.
Gaming tends to be regarded as a harmless diversion at best, a vile corruptor of youth at worst. But the usual critiques fail to recognize its potential for experiential learning.
It's learning to be -- a natural byproduct of adjusting to a new culture -- as opposed to learning about.