Episode 810 Doctor Strange in the Multiverse of Madness

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Welcome to Reading With Libraries!

Thank you for joining us on the eighth season of our book group and Reader’s advisory podcast! 

Our organization is the Central Minnesota Libraries Exchange, and we work with all types of libraries. Schools, public, academic, history centers, and more! We are here to support you and to bring you new knowledge to inform your library work. 

This season we continue to explore a wide variety of book genres and topics so you can expand your reading horizons and share more information with your library community. We are having fun with pop culture references in our genres, and looking at some different sources for book ideas. This week we are getting ready for the movie Doctor Strange in the Multiverse of Madness.

Let’s celebrate this movie with a look at books that look at virtual reality worlds. 

Beverages:

This is, of course, a book group. And every book group needs to have beverages, so you really get the feel for your reading! 

As we are in virtual reality this week, even our drinks are virtual. Check out the website Jasoren for an article about all sorts of virtual beverage tools. A few different vendors have developed some alternative reality tools to enhance your drinking experience. We look at a couple of them featured on this website:

  • “Absolut released an augmented reality mobile app that takes consumers on a 3D tour to the village of Aushus, where the beverage is produced. This informational entertaining AR app allows users to explore the entire process of making vodka: from the wheat fields to the distillery and the bottle they hold. The company has some successful advertising campaigns, and this one took the brand to a completely new reality. To get into a 3D tour with the Absolut Truth AR app, the consumer scans on their mobile phone a specially created neck hanger placed on the bottle. Once done, a small village in Sweden appears on the screen, along with the videos how vodka is being produced on Absolut’s fabric. Additionally, you can get a free cocktail recipe, which is convenient if you do not have any ideas for booze.”
  • “19 Crimes by Treasury Wine Estates One of the world leaders in wine, the Treasury Wine Estates brought to life characters on the Australian 19 Crimes wine brand’s bottles. The easy-to-use augmented reality technology enables animation of the labels and prompt characters to share their story in unique monologues. To reach the young male target group and attract the audience’ attention, the company launched a strong social media campaign. Samantha Collins, 19 Crimes Director, says that thanks to augmented reality technology, they’ve got a solution on how to let these historic criminals-turned-colonists share their personal stories “in a way that resonates with today’s consumer. To make the 19 Crimes AR mobile app work on iOS or Android device, a consumer has to hover a phone over the bottle. Once characters on the label are on the screen they start sharing their torrid stories about how they were sent across the ocean to Australia.”

Genre Discussion:

This is such an interesting area to read stories. We are hearing more about virtual and augmented reality in our daily lives, in all sorts of areas – reading about virtual worlds that are more advanced than our current technology gives us some perspectives on where we could be heading. 

Virtual reality means using a headset, usually, to be fully immersed in a virtual world all around you. Augmented reality lets you hold a device – your phone, your tablet – and hold it up to the world to have additional information added in to what you see.

In January, one of the most prominent philosophers studying the virtual world, David J. Chalmers, published the book Reality+: Virtual Worlds and the Problems of Philosophy. “Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis”

Suggested Reading Resources:

Our Book Discussion

We have our beverages, we are familiar with this week’s genre, let’s get to the book discussion! We will give you a list of all the books we share today. You can click on any of these links to go to Amazon.com for more information. If you buy anything while you are there, Amazon will give us a small percent of their profits from your purchase. Thanks in advance for helping to support the mission of CMLE – we appreciate it! 

Other Worlds, by Jason Segel and Kirsten Miller 

That’s how Otherworld traps you. It introduces you to sensations you’d never be able to feel in real life. You discover what’s been missing—because it’s taboo or illegal or because you lack the guts to do it for real. And when you find out what’s missing, it’s almost impossible to let it go again.

There are no screens. There are no controls. You don’t just see and hear it—you taste, smell, and touch it too. In this new reality, there are no laws to break or rules to obey. You can live your best life. Indulge every desire.

This is Otherworlda virtual reality game so addictive you’ll never want it to end. And Simon has just discovered that for some, it might not.

The frightening future that Jason Segel and Kirsten Miller have imagined is not far away. Otherworld asks the question we’ll all soon be asking: if technology can deliver everything we want, how much are we willing to pay?

Warcross, by Marie Lu

For the millions who log in every day, Warcross isn’t just a game—it’s a way of life. The obsession started ten years ago and its fan base now spans the globe, some eager to escape from reality and others hoping to make a profit. Struggling to make ends meet, teenage hacker Emika Chen works as a bounty hunter, tracking down Warcross players who bet on the game illegally. But the bounty-hunting world is a competitive one, and survival has not been easy. To make some quick cash, Emika takes a risk and hacks into the opening game of the international Warcross Championships—only to accidentally glitch herself into the action and become an overnight sensation.

Convinced she’s going to be arrested, Emika is shocked when instead she gets a call from the game’s creator, the elusive young billionaire Hideo Tanaka, with an irresistible offer. He needs a spy on the inside of this year’s tournament in order to uncover a security problem . . . and he wants Emika for the job. With no time to lose, Emika’s whisked off to Tokyo and thrust into a world of fame and fortune that she’s only dreamed of. But soon her investigation uncovers a sinister plot, with major consequences for the entire Warcross empire.

In this sci-fi thriller, #1 New York Times bestselling author Marie Lu conjures an immersive, exhilarating world where choosing who to trust may be the biggest gamble of all.

Slay, by Brittney Morris
Ready Player One meets The Hate U Give in this dynamite debut novel that follows a fierce teen game developer as she battles a real-life troll intent on ruining the Black Panther–inspired video game she created and the safe community it represents for Black gamers.

By day, seventeen-year-old Kiera Johnson is an honors student, a math tutor, and one of the only Black kids at Jefferson Academy. But at home, she joins hundreds of thousands of Black gamers who duel worldwide as Nubian personas in the secret multiplayer online role-playing card game, SLAY. No one knows Kiera is the game developer, not her friends, her family, not even her boyfriend, Malcolm, who believes video games are partially responsible for the “downfall of the Black man.”

But when a teen in Kansas City is murdered over a dispute in the SLAY world, news of the game reaches mainstream media, and SLAY is labeled a racist, exclusionist, violent hub for thugs and criminals. Even worse, an anonymous troll infiltrates the game, threatening to sue Kiera for “anti-white discrimination.”

Driven to save the only world in which she can be herself, Kiera must preserve her secret identity and harness what it means to be unapologetically Black in a world intimidated by Blackness. But can she protect her game without losing herself in the process?

Fantasy in Death (In Death, Book 30), by J.D. Robb

In this thriller in the #1 New York Times bestselling In Death series, it’s game over for the criminals who cross Lieutenant Eve Dallas as she investigates the murder of a virtual reality wunderkind.

Bart Minnock, founder of the computer gaming giant U-Play, is found in his locked private playroom, in a pool of blood, his head separated from his body. Despite his violent end, Eve can’t find anyone—girlfriend and business partners included—who seemed to have a problem with the enthusiastic, high-spirited millionaire.

Of course gaming, like any business, has its fierce rivalries and dirty tricks—as Eve’s husband, Roarke, one of U-Play’s competitors, knows well. But Minnock was not naïve, and he knew how to fight back in the real world as well as the virtual one.

Eve and her team are about to enter the next level of police work, in a world where fantasy is the ultimate seduction—and the price of defeat is death…

In Real Life, by Cory Doctorow and Jen Wang

Lock In: A Novel of the Near Future (The Lock In Series, 1), by John Scalzi

Not too long from today, a new, highly contagious virus makes its way across the globe. Most who get sick experience nothing worse than flu, fever and headaches. But for the unlucky one percent – and nearly five million souls in the United States alone – the disease causes “Lock In”: Victims fully awake and aware, but unable to move or respond to stimulus. The disease affects young, old, rich, poor, people of every color and creed. The world changes to meet the challenge.

A quarter of a century later, in a world shaped by what’s now known as “Haden’s syndrome,” rookie FBI agent Chris Shane is paired with veteran agent Leslie Vann. The two of them are assigned what appears to be a Haden-related murder at the Watergate Hotel, with a suspect who is an “integrator” – someone who can let the locked in borrow their bodies for a time. If the Integrator was carrying a Haden client, then naming the suspect for the murder becomes that much more complicated.

But “complicated” doesn’t begin to describe it. As Shane and Vann began to unravel the threads of the murder, it becomes clear that the real mystery – and the real crime – is bigger than anyone could have imagined. The world of the locked in is changing, and with the change comes opportunities that the ambitious will seize at any cost. The investigation that began as a murder case takes Shane and Vann from the halls of corporate power to the virtual spaces of the locked in, and to the very heart of an emerging, surprising new human culture. It’s nothing you could have expected.

AlterWorld: Play to Live. A LitRPG Series (Book 1), D. Rus

A new pandemic – the perma effect – has taken over Earth of the near future. Whenever you play your favorite online game, beware: your mind might merge with the virtual world and dump its comatose host. Woe be to those stuck forever in Tetris! And still they’re the lucky ones compared to those burning alive eternally within the scorched hulls of tank simulators.

But some unfortunates – the handicapped and the terminally ill, shell-shocked army vets, wronged crime victims and other society misfits – choose to flee real life willingly, escaping to the limitless world of online sword and sorcery MMORPGs.

Once a seasoned gamer and now a terminal cancer patient, Max grasps at this final chance to preserve his life and identity. So he goes for it – goes for the promise of immortality shared with a few trusty friends and the woman he loves. Together they roam the roads of AlterWorld and sample its agony and ecstasy born of absolute freedom.

The Leveller, by Julia Durango
Gamers and action fans of all types will dive straight into the MEEP, a virtual-reality gaming world, thanks to Julia Durango’s cinematic storytelling. A touch of romance, constant twists, and a vivid, multidimensional journey through a tricked-out virtual city will keep readers flying through to the breathtaking end.

Nixy Bauer is used to her classmates being very, very unhappy to see her. After all, she’s a bounty hunter in a virtual-reality gaming world—and she’s frequently hired by irritated parents to pull kids out of the mazelike MEEP universe.

But when the game’s billionaire developer loses track of his own son in the MEEP, Nixy is in for the biggest challenge of her bounty-hunting career. Wyn Salvador isn’t some lazy kid looking to escape his homework: Wyn does not want to be found. And he’s left behind a suicide note. Nixy takes the job but quickly discovers that Wyn’s not hiding—he’s being held inside the game against his will. But who is holding him captive, and why?

Nixy and Wyn attempt to fight their way out of a mind game unlike any they’ve encountered, and the battle brings them closer than either could have imagined. But when the whole world is virtual, how can Nixy possibly know if her feelings are real?

Tomorrow and Tomorrow, by Tom Sweterlitsch

Pittsburgh is John Dominic Blaxton’s home even though the city has been an uninhabitable ruin and ash for the past decade. The Pittsburgh Dominic lives in is the Archive, an immersive virtual reconstruction of the city’s buildings, parks, and landmarks, as well as the people who once lived there. Including Dominic’s wife and unborn child.

When he’s not reliving every recorded moment with his wife in an endless cycle of desperation and despair, Dominic investigates mysterious deaths preserved in the Archive before Pittsburgh’s destruction. His latest cold case is the apparent murder of a woman whose every appearance is deliberately being deleted from the Archive.

Obsessed with uncovering this woman’s identity and what happened to her, Dominic follows a trail from the virtual world into reality. But finding the truth buried deep within an illusion means risking his sanity and his very existence…

User Unfriendly (Rasmussem Corporation Book 1), by Vivian Vande Velde

It’s the most advanced computer role-playing game ever: When you play you’re really there– in a dark dream teeming with evil creatures, danger-filled fortresses, and malevolent sorceries. The game plugs directly into your brain–no keyboard, no modem, no monitor. And for game hacker Arvin Rizalli and his friends, no cash up front, no questions asked . . . and no hope of rescue when the game goes horribly, deathly wrong.

Conclusion:

Thank you so much for joining us on Reading With Libraries! 

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Bring your book ideas, bring your beverages, and join us back here on Thursday!