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Triggering play: electronic literature in the English classroom

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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… Click to show full abstract

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.

Keywords: play electronic; classroom; english classroom; triggering play; electronic literature; literature english

Journal Title: Changing English
Year Published: 2019

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