Ready Player One

Devastation with Detachment: The Instability of Video Game Immersion in 'Ready Player One' 10th Grade

Ready Player One, written by Ernest Cline in 2011, is set in a massively multiplayer online simulation game called the Ontologically Anthropocentric Sensory Immersive Simulation (OASIS), created by James Halliday in partnership with Ogden Morrow and Gregarious Gaming Systems (GSS). In his will, James Halliday left an Easter Egg, an unexpected or undocumented feature in a piece of computer software, included as a joke or a bonus. In the case of the OASIS, The Egg grants whoever finds it ownership of GSS, the OASIS, and billions of dollars. Wade, an eighteen-year-old, has made it his life’s mission to find Halliday’s Easter Egg and win the grand prize, even if it at the cost of his personal health and relationships in the real world. From Wade’s growth out of an OASIS obsessed sloth to the personal stories and relational conflicts of James Halliday and Ogden Morrow, Ernest Cline shows how hazardous ignoring the real world in favor of videogames is.

At the beginning of Ready Player One, Wade has given up almost all hope in the human race as a whole. He lives to find Halliday’s Easter Egg and consequently is completely obsessed with 80’s culture, movies, games, and a small book by Halliday called Anorak’s Almanac. He lives by video...

Join Now to View Premium Content

GradeSaver provides access to 1519 study guide PDFs and quizzes, 10546 literature essays, 2653 sample college application essays, 565 lesson plans, and ad-free surfing in this premium content, “Members Only” section of the site! Membership includes a 10% discount on all editing orders.

Join Now

Already a member? Log in