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Gamification pp 139-152 | Cite as

Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds

  • Răzvan RughinişEmail author
  • Cosima Rughiniş
Chapter
Part of the Progress in IS book series (PROIS)

Abstract

Gamified e-books extend invitations for young and adult readers to revisit classical literary worlds. We examine ten e-books to discover distinctive rhetorical resources used to enhance the reading experience and achieve convergence with the original literary world. We distinguish between attempts to focus attention on the material world, to create empathy with characters through perception, choice and emotions and, last but not least, to shape the reader’s journey through the medium of text. Our proposed inventory may guide designers in creating gamified e-books that bring literary worlds and characters to life even more vividly.

Keywords

Literary World Literary Work Hide Object Game Mechanic Material Universe 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2017

Authors and Affiliations

  1. 1.University Politehnica of BucharestBucharestRomania
  2. 2.University of BucharestBucharestRomania

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