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After the accident that meant that she would be using a wheelchair for the rest of her life, industrialist's daughter Joan Sandow devotes herself to playing a virtual-reality computer game designed just for her and the partner she knows as Whizkid, but what neither of them realize is that someone with a grudge against her is sowing the game with booby-traps based on the players' worst fears.
After a life-altering accident leaves her wheelchair-bound, Joan Sandow finds escape in a bespoke virtual-reality game, only to discover that a malicious actor is weaponizing her deepest fears against her. Joan navigates the digital landscape alongside her mysterious partner, Whizkid, seeking solace from her physical limitations. However, the game environment shifts from a sanctuary into a lethal trap as the antagonist introduces personalized hazards. The narrative tracks their struggle to distinguish between programmed challenges and genuine threats, forcing Joan to confront her psychological vulnerabilities within a high-stakes digital framework.
This work is characterized by its early exploration of virtual reality as a narrative device for psychological tension. The premise suggests a focus on the vulnerability of the protagonist, using the digital space to externalize internal trauma. Readers likely encounter a narrative that prioritizes the mechanics of the game-world over complex world-building, keeping the scope tightly focused on the two main characters. The story functions as a cautionary exploration of technology, highlighting how digital environments can be manipulated to exploit human fragility.
Page Count:
166
Publication Date:
1997-01-01
Publisher:
Harpercollins Canada
ISBN-10:
0002245604
ISBN-13:
9780002245609
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