PopCo
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- $11.99
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- $11.99
Publisher Description
“The code-breaking and -making heroine of [this] smart, engaging novel takes a critical view of the corporate marketing of cool . . . a captivating heroine.” —Publishers Weekly
Twentysomething Alice Butler is a bit of an introvert, but it hasn’t stopped her from landing a job at the UK office of globally successful—if slightly sinister—toy company PopCo. There’s no dress code, but that doesn’t keep Alice’s coworkers from commenting on her “Bletchley Park look” outfits. Now the CEO wants the creatives on the staff to attend what the organization calls “Thought Camp” and invent an insidious product that will part as many teenage girls from their allowances as possible. Alice isn’t feeling so comfortable about her supposedly cool new job. But she has another problem to solve first.
She’s started to receive bizarre encrypted messages, and they may have something to do with her cryptanalyst grandfather; her long-disappeared father; a centuries-old manuscript; and the possibility of buried treasure. Alice is convinced the engraving on the necklace she’s been wearing since she was ten years old holds the key to it all. But the secrets she uncovers may take her by surprise, in this highly original novel that blends code, mathematics, marketing, mystery, and more, “a sort of Harriet-the-Spy-meets-Douglas-Coupland with a Treasure Island twist” (Daily Candy).
“How many novels can you think of that leave the reader with an intriguing puzzle to solve, plus a cake recipe, plus a crossword and a list of the first thousand prime numbers? Clever, likeable, frothy, zeitgeist-chasing.” —Time Out London
PUBLISHERS WEEKLY
The code-breaking and -making heroine of Thomas's latest smart, engaging novel (after Going Out) takes a critical view of the corporate marketing of cool, an exploit she knows from inside the rapaciously hip boardrooms of the titular British toy company, the third largest in the world. Twenty-nine-year-old Alice Butler has parlayed her expertise in "crosswords, cryptography, and cryptanalysis" talents she gained from her mathematically inclined grandparents into a job at PopCo's Ideation and Design department, where she creates sleuthing kits for kids (KidSpy, KidTec and KidCracker). At a companywide countryside retreat (aka "Thought Camp"), the CEO selects Alice to help invent a product that will spark a craze for teenage girls. While Alice looks into her past for insight to this inadequately tapped market and for clues to her own identity she also ponders a locket from her grandfather that may contain the code to a centuries-old puzzle. As Alice works on PopCo's blockbuster product and decodes the ancient brainteaser, as well as encrypted messages from an anonymous PopCo colleague, she becomes increasingly disenchanted with her employer's ubiquitous branding, advertising and exploitation of young consumers. Thomas delivers a captivating heroine and a pointed cultural critique that will especially resonate with the No Logo crowd.