Coffeeshop In An Alternate Universe

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Coffeeshop in an Alternate Universe

When you fall through a portal and end up falling in love . . . When Brenda's internet goes out right before an important scholarship deadline, she stumbles into Kat's family's coffeeshop. Brenda is swept away by cool, confident Kat, who actually cares about Brenda's 19-step plan to save the world through science. Meanwhile, Kat can't stop thinking about Brenda, who is smart, passionate, and doesn't seem to care that Kat is the prophesised Chosen One. The only problem? Kat and Brenda are from different universes. Like, need-to-find-a-portal-to-go-on-a-second-date different universes. And one of them has dragons. As their universes collide and things spiral out of control, can a girl who is determined to save the world find love with a girl determined to outrun her destiny?
Coffeeshop in an Alternate Universe

When a geeky overachiever determined to save the world through science unwittingly steps through a portal and ends up falling for a troublemaking chosen one lashing out against her destiny, their two very different universes begin to collide in C.B.[Bokinfo].
The Republic of Games

Author: Elyse Graham
language: en
Publisher: McGill-Queen's Press - MQUP
Release Date: 2018-05-15
Many of today’s digital platforms are designed according to the same model: they encourage users to create content for fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based on a user’s number of friends and how many likes and shares a comment receives. New cultural and literary formations have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the operations of digital platforms – a practice known in corporate circles as “gamification” – can have large cumulative effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text being written, and as a result, gamification has gained widespread popularity online, especially among social media platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and meaning-making that define the digital revolution.