Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
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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.
KeywordsLiterary World Literary Work Hide Object Game Mechanic Material Universe
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