Gran, You’ve Got Mail!

ANNABELLE’S FATHER WANTS her to master her computer keyboard. Annabelle thinks the chore will be more tolerable if she writes letters to someone. She chooses Gran, her great-grandmother. Of course, Gran is most definitely not online, so Annabelle prints and mails her letters off. At first, Gran takes her time answering—and she’s in the habit of repeating herself—but soon the two are keeping up a steady correspondence. Letter by letter, a true, tender friendship evolves. Annabelle and Gran talk about everything: parents, movies, school, the past and the present. When Annabelle divulges a big secret—the reason she and her best friend are no longer speaking—Gran remembers a similar situation. And when Gran needs foot surgery, Annabelle begins to worry.

Epic

Generations ago, violence was banned on New Earth. Society is governed and conflicts are resolved in the arena of a fantasy computer game, Epic. Everyone plays. If you win, you have the chance to go to university, get more supplies for your community, and fulfill your dreams; if you lose, your life both in and out of the game is worth nothing. When Erik, seeking revenge for the unjust treatment of his parents, dares to subvert the rules of Epic, he and his friends find themselves up against with the ultimate masters of the game: the Committee. If Erik and his friends win, they may have the key to destroying Epic’s tyranny over New Earth. But if they lose . . .

Artemis Fowl: The Eternity Code

Sequel to Artemis Fowl, the Arctic incident. After Artemis uses stolen fairy technology to create a powerful microcomputer and it is snatched by a dangerous American businessman, Artemis, Juliet, Mulch, and the fairies join forces to try to retrieve it.