Triggering Play: Electronic Literature in the English Classroom
In: Changing English: Studies in Culture and Education, Jg. 27 (2020), Heft 2, S. 178-192
academicJournal
Zugriff:
With the anticipated increase in narrative video games entering the English classroom, the particular features of the genre need added attention. One of these features is the stronger perceived relationship between a player and the character than a reader and a character. While this has benefits for effective storytelling, it also creates the possibility of stronger triggering of trauma in the player. We must consider how to make accessible narrative games that discuss potentially triggering themes while not compromising other features of the genre such as multiple storylines and experiences of the text.
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Triggering Play: Electronic Literature in the English Classroom
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Autor/in / Beteiligte Person: | Shaiman, Jennifer M. |
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Zeitschrift: | Changing English: Studies in Culture and Education, Jg. 27 (2020), Heft 2, S. 178-192 |
Veröffentlichung: | 2020 |
Medientyp: | academicJournal |
ISSN: | 1358-684X (print) |
DOI: | 10.1080/1358684X.2019.1693254 |
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