Surveys digital technology from the early days of computers to virtual reality and the World Wide Web, describing the uses of computer simulation in flight, battle, hazardous environments, and entertainment.
After sixteen-year-old Fresia learns--and tells her friends--that their perfect life on a luxurious tropical island is not real, she is banished from her virtual world to the "mainland," where people are ugly, school is hard, and families are dysfunctional.
"Michael is a skilled internet gamer in a world of advanced technology. When a cyber-terrorist begins to threaten players, Michael is called upon to seek him and his secrets out"--Provided by publisher.
"Set in a computer game, a knight is swayed away from the game's rules by the promise of winning the affections of a princess and ending his life of torment"--Provided by publisher.
"Adam Adlar, along with his old friend Zed, must fight the evil organization Geneflow to save the world from destruction once and for all"--Provided by publisher.
Thirteen-year-old Adam Adlar and his dad try to stop the carnage when the video-game technology Mr. Adlar invented, which allows players to use their thoughts to control the action, is stolen by scientists who use it to create dinosaurs with killing instincts and a human ability to learn.
From Santa Fe, New Mexico, to Edinburgh, Scotland, thirteen-year-old Adam Adlar must elude police while being hunted by a dinosaur come-to-life from a virtual reality game invented by his father, who has gone missing.
In a future world where global contamination has necessitated limited human contact, three young people with unique genetically engineered abilities are teamed up to wage a war in virtual reality.