Title Recommendations based on Serena van der Woodsen

Eighties teenager Marty McFly is accidentally sent back in time to 1955, inadvertently disrupting his parents' first meeting and attracting his mother's romantic interest. Marty must repair the damage to history by rekindling his parents' romance and—with the help of his eccentric inventor friend Doc Brown—return to 1985.

Young Dorothy finds herself in a magical world where she makes friends with a lion, a scarecrow and a tin man as they make their way along the yellow brick road to talk with the Wizard and ask for the things they miss most in their lives. The Wicked Witch of the West is the only thing that could stop them.

Surrounded by an army of tireless, little yellow minions, we discover Gru, planning the biggest heist in the history of the world. He is going to steal the moon (Yes, the moon!) to prove to his Mum that he is better than the other super-villains, especially the new kid on the block, Vector. Gru delights in all things wicked. Armed with his arsenal of shrink rays, freeze guns and battle-ready vehicles for land and air, he vanquishes all who stand in his way. Until the day he encounters the immense will of three little orphaned girls who look at him and see something that no one else has ever seen: a potential dad.

When Coraline moves to an old house, she feels bored and neglected by her parents. She finds a hidden door with a bricked up passage. During the night, she crosses the passage and finds a parallel world where everybody has buttons instead of eyes, with caring parents and all her dreams coming true. When the Other Mother invites Coraline to stay in her world forever, the girl refuses and finds that the alternate reality where she is trapped is only a trick to lure her.

The Stanley Parable is a first person exploration game. You will play as Stanley, and you will not play as Stanley. You will follow a story, you will not follow a story. You will have a choice, you will have no choice. The game will end, the game will never end. Contradiction follows contradiction, the rules of how games should work are broken, then broken again. This world was not made for you to understand.

The most dangerous former operative of the CIA is drawn out of hiding to uncover hidden truths about his past.

Six days ago, astronaut Mark Watney became one of the first people to walk on Mars. Now, he's sure he'll be the first person to die there. After a dust storm nearly kills him and forces his crew to evacuate while thinking him dead, Mark finds himself stranded and completely alone with no way to even signal Earth that he's alive—and even if he could get word out, his supplies would be gone long before a rescue could arrive. Chances are, though, he won't have time to starve to death. The damaged machinery, unforgiving environment, or plain-old "human error" are much more likely to kill him first. But Mark isn't ready to give up yet. Drawing on his ingenuity, his engineering skills—and a relentless, dogged refusal to quit—he steadfastly confronts one seemingly insurmountable obstacle after the next. Will his resourcefulness be enough to overcome the impossible odds against him?

Seconds before the Earth is demolished to make way for a galactic freeway, Arthur Dent is plucked off the planet by his friend Ford Prefect, a researcher for the revised edition of The Hitchhiker's Guide to the Galaxy who, for the last fifteen years, has been posing as an out-of-work actor. Together this dynamic pair begin a journey through space aided by quotes from The Hitchhiker's Guide ("A towel is about the most massively useful thing an interstellar hitchhiker can have") and a galaxy-full of fellow travelers: Zaphod Beeblebrox—the two-headed, three-armed ex-hippie and totally out-to-lunch president of the galaxy; Trillian, Zaphod's girlfriend (formally Tricia McMillan), whom Arthur tried to pick up at a cocktail party once upon a time zone; Marvin, a paranoid, brilliant, and chronically depressed robot; Veet Voojagig, a former graduate student who is obsessed with the disappearance of all the ballpoint pens he bought over the years. Where are these pens? Why are we born? Why do we die? Why do we spend so much time between wearing digital watches? For all the answers stick your thumb to the stars. And don't forget to bring a towel!

MasterChef is a U.S. competitive cooking reality show, open to amateur and home chefs. It is co-hosted and co-produced by Gordon Ramsay.

Accident prone teenager, Percy discovers he's actually a demi-God, the son of Poseidon, and he is needed when Zeus' lightning is stolen. Percy must master his new found skills in order to prevent a war between the Gods that could devastate the entire world.

Inspired by a magician named Shiny Chariot, the lively Akko Kagari enters the Little Witch Academy with the dream of one day becoming as cool as her idol.

People are not born equal, a realization that 4-year-old Midoriya Izuku faced when bullied by his classmates who had unique special powers. Izuku was one of the rare cases where he was born with absolutely no unique powers. This did not stop Izuku from pursuing his dream, a dream of becoming a great hero like the legendary All-Might. To become the great hero he hopelessly wants to become, he now will join the ranks of one of the highest rated "Hero Academies" in the country: UA. With the help of his idol All-Might, will he be able to claim the ranks and become a true hero?

Dom Cobb, a skilled thief who commits corporate espionage by infiltrating the subconscious of his targets, is offered a chance to regain his old life as payment for a task considered to be impossible: "inception", the implantation of another person's idea into a target's subconscious.

High school best buddies are facing separation anxiety as they prepare to go off to college. While attempting to score alcohol for a party with help from a fake ID-toting friend, the guys' evening takes a turn into chaotic territory.

Sophie has the great misfortune of being the eldest of three daughters, destined to fail miserably should she ever leave home to seek her fate. But when she unwittingly attracts the ire of the Witch of the Waste, Sophie finds herself under a horrid spell that transforms her into an old lady. Her only chance at breaking it lies in the ever-moving castle in the hills: the Wizard Howl's castle. To untangle the enchantment, Sophie must handle the heartless Howl, strike a bargain with a fire demon, and meet the Witch of the Waste head-on. Along the way, she discovers that there's far more to Howl—and herself—than first meets the eye.