📖 Overview
Move follows sixteen-year-old Jenny Logan, a competitor in a high-stakes virtual reality game called Epic. In this gaming world, success translates directly to wealth and status in real life.
The story takes place in a future society where traditional work has been replaced by achievements in Epic, creating stark divisions between skilled players and those who struggle. Jenny discovers irregularities in the game system that point to deeper problems within their society's structure.
Social class, competition, and questions of fairness drive the narrative as Jenny navigates both the virtual and real worlds. The parallel storylines in Epic and reality escalate as she uncovers more about how the game shapes their civilization.
The novel examines themes of economic inequality and power structures through the lens of gaming culture, raising questions about merit-based systems and their impact on society.
👀 Reviews
Readers note this book has less action than Kostick's previous works but more character development. Several reviews mention the story feels slower-paced than Epic or Saga.
Readers appreciated:
- The focus on virtual reality gaming ethics
- Ghost's character arc and growth
- The detailed worldbuilding
- How it ties together threads from previous books
Common criticisms:
- Takes too long to get going
- Less exciting than Epic
- Side characters feel underdeveloped
- Some plot elements go unresolved
Ratings:
Goodreads: 3.8/5 (216 ratings)
Amazon: 4.1/5 (12 reviews)
Representative review from Goodreads: "An interesting conclusion that raises good questions about virtual worlds, though it meanders at times." - Sarah K.
From Amazon: "The philosophical elements were fascinating but I missed the action and pace of the first book." - BookLover123
📚 Similar books
Ready Player One by Ernest Cline
A teenager competes in a virtual reality game world where the prize means escape from a dystopian future.
Epic by Brandon Sanderson Players in a full-immersion video game must defeat bosses and solve puzzles to prevent real-world consequences.
Warcross by Marie Lu A hacker enters a virtual reality tournament where she uncovers a conspiracy that threatens both the game world and reality.
The Eye of Minds by James Smith Dashner A young gamer accepts a mission to stop a dangerous presence in a virtual reality network called the VirtNet.
For the Win by Cory Doctorow Young gamers across the globe unite to fight exploitation in both virtual gaming economies and the real world.
Epic by Brandon Sanderson Players in a full-immersion video game must defeat bosses and solve puzzles to prevent real-world consequences.
Warcross by Marie Lu A hacker enters a virtual reality tournament where she uncovers a conspiracy that threatens both the game world and reality.
The Eye of Minds by James Smith Dashner A young gamer accepts a mission to stop a dangerous presence in a virtual reality network called the VirtNet.
For the Win by Cory Doctorow Young gamers across the globe unite to fight exploitation in both virtual gaming economies and the real world.
🤔 Interesting facts
🎮 Author Conor Kostick helped create Ireland's first live-action role-playing game society and served as its first games master.
📚 "Move" is part of a series called the Avatar Chronicles, which includes the novels "Epic" and "Saga," exploring themes of virtual reality and gaming.
🌟 The book was shortlisted for the 2009 Concorde Book Award, a prize chosen by young readers in South Gloucestershire, UK.
🎓 Kostick is not only a novelist but also a medieval historian who teaches at Trinity College Dublin, bringing historical depth to his world-building.
🕹️ The novel anticipated many concepts of virtual reality gaming that are now becoming reality, despite being published in 2008 before the current VR boom.