Fifteen-year-old Katey (aka Kid) goes to school in the Game—a mall converted into a "school" run by corporate sponsors. As students play their way through the levels, they are also creating products and being used for market research by the sponsors, who are watching them 24/7 on video cameras.
Kid has a vague sense of unease, but doesn't question this existence until one day she witnesses a shocking anticorporate prank. She follows the clues to uncover the identities of the people behind it and discovers an anonymous group that calls itself the Unidentified. Intrigued by their counterculture ideas and enigmatic leader, Kid is drawn into the group. But when the Unidentified's pranks and even Kid's own identity are co-opted by the sponsors, Kid decides to do something bigger—something that could change the Game forever.
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Rae Mariz currently lives in Stockholm after working in public libraries in Seattle, dropping out of art school in Portland, and spending her formative years bouncing around the Bay Area. She's a language geek who enjoys spending her time on ambitious craft projects and playing video games. This is her first novel for teens.
Fifteen-year-old Katey (aka Kid) goes to school in the Game—a mall converted into a "school" run by corporate sponsors. As students play their way through the levels, they are also creating products and being used for market research by the sponsors, who are watching them 24/7 on video cameras.
Kid has a vague sense of unease, but doesn't question this existence until one day she witnesses a shocking anticorporate prank. She follows the clues to uncover the identities of the people behind it and discovers an anonymous group that calls itself the Unidentified. Intrigued by their counterculture ideas and enigmatic leader, Kid is drawn into the group. But when the Unidentified's pranks and even Kid's own identity are co-opted by the sponsors, Kid decides to do something bigger—something that could change the Game forever.
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