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
Part of the Progress in IS book series (PROIS)


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.


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.


  1. Anuman. (2015). Around the World in 80 Days. Accesed July 1, 2015.
  2. Belman, J., & Flanagan, M. (2010). Designing games to foster empathy. Cognitive Technology, 14(2), 5–15.Google Scholar
  3. Bidarra, J., Natalio, C., & Figueiredo, M. (2014). Designing ebook interaction for mobile and contextual learning. In 2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2014) (pp. 5–13). IEEE.Google Scholar
  4. Bogost, I. (2011). Persuasive games. Exploitationware. Gamasutra.Google Scholar
  5. Bogost, I. (2014). Why gamification is bullshit. In The gameful world: Approaches, issues, applications (pp. 65–78). MIT Press.Google Scholar
  6. Burke, K. (1998). Literature as equipment for living. In D. H. Richter (Ed.), The critical tradition. Classic texts and contemporary trends (pp. 593–598). Boston: Bedford Books.Google Scholar
  7. Deterding, S., et al. (2011). From game design elements to gamefulness: Defining “gamification”. ACM (Ed.), MindTrek’11 (pp. 9–15). Tampere, Finland: ACM Press.Google Scholar
  8. Deterding, S. (2011). Situated motivational affordances of game elements: A conceptual model. In CHI Conference on Human Factors in Computing Systems CHI 2011 (pp. 1–4). Vancouver: ACM.Google Scholar
  9. Fernandez-Vara, C. (2013). The game’s afoot: Designing Sherlock Holmes. In Proceedings of DiGRA 2013 (pp. 1–14).Google Scholar
  10. iClassics Collection. (2012). iPoe Collection (Vol. 1). Accesed July 1, 2015.
  11. Korat, O., & Shamir, A. (2004). Do Hebrew electronic books differ from Dutch electronic books? A replication of a Dutch content analysis. Journal of Computer Assisted learning, 20(4), 257–268.CrossRefGoogle Scholar
  12. L’Apprimerie. (2014). Journey to the Center of the Earth. Illustrated by Julie Guilleminot. Accesed July 1, 2015.
  13. Llagostera, E. (2012). On gamification and persuasion. In Proceedings of SBGames 2012 (pp. 12–21).Google Scholar
  14. Martens, M. (2015). Reading and “gamification”: Joining guilds, earning badges, and leveling up. Children and Libraries, 12(4), 19.CrossRefGoogle Scholar
  15. Mobile Deluxe. (2013). The game is afoot. Accesed 1 July 2015.
  16. Moody, A. K. (2010). Using electronic books in the classroom to enhance emergent literacy skills in young children. Journal of Literacy & Technology, 11(4), 22–52.Google Scholar
  17. North, R. (2015). To be or not to be. Tin man games. Accesed July 1, 2015.
  18. Paletz, E. (2014). The Alice App. Accesed July 1, 2015.
  19. Profile Books & inkle. (2013). Frankenstein. Accesed July 1, 2015.
  20. Profile Books & inkle. (2014). 80 Days. Accesed July 1, 2015.
  21. Rughiniș, R. (2013a). Flexible gamification in a social learning situation. In 10th International Conference on Computer Supported Collaborative Learning CSCL 2013 (pp. 137–140). Madison: ISLS.Google Scholar
  22. Rughiniș, R. (2013b). Gamification for productive interaction. Reading and working with the gamification debate in education. In The 8th Iberian Conference on Information Systems and Technologies CISTI 2013 (pp. 1–5). Lisbon: IEEE.Google Scholar
  23. Scott, A. (2014). Meaningful Play: How Playcentric Research Methods are Contributing to New Understanding and Opportunities for Design. In P. A. Rogers & J. Yee (Eds.) The Routledge companion to design research (pp. 400–414). Routledge.Google Scholar
  24. Takacs, Z. K., Swart, E. K., & Bus, A. G. (2015). Benefits and pitfalls of multimedia and interactive features in technology-enhanced storybooks: A meta-analysis. Review of Educational Research, 698–739.Google Scholar
  25. Touch of Classic. (2013a). Frankenstein. Accesed July 1, 2015.
  26. Touch of Classic. (2013b). The Adventures of Don Quixote. Accesed July 1, 2015.

Copyright information

© Springer International Publishing Switzerland 2017

Authors and Affiliations

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

Personalised recommendations