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Triggering play: electronic literature in the English classroom
Changing English ( IF 0.7 ) Pub Date : 2019-12-17 , DOI: 10.1080/1358684x.2019.1693254
Jennifer M. Shaiman 1
Affiliation  

ABSTRACT 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.

中文翻译:

触发玩法:英语课堂中的电子文学

摘要 随着进入英语课堂的叙事视频游戏的预期增加,该类型的特殊特征需要更多关注。这些特征之一是玩家与角色之间比读者与角色之间更强烈的感知关系。虽然这有利于有效地讲故事,但它也创造了更强烈地触发玩家创伤的可能性。我们必须考虑如何制作可访问的叙事游戏,讨论潜在的触发主题,同时又不损害该类型的其他特征,例如多个故事情节和文本体验。
更新日期:2019-12-17
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