Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
Răzvan Rughiniş () and
Cosima Rughiniş ()
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Răzvan Rughiniş: University Politehnica of Bucharest
Cosima Rughiniş: University of Bucharest
Chapter Chapter 10 in Gamification, 2017, pp 139-152 from Springer
Abstract:
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 (search for similar items in EconPapers)
Date: 2017
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Persistent link: https://EconPapers.repec.org/RePEc:spr:prochp:978-3-319-45557-0_10
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DOI: 10.1007/978-3-319-45557-0_10
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