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Triggering play: electronic literature in the English classroom

机译:触发游戏:英语课堂上的电子文学

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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.
机译:随着进入英语课堂的叙事视频游戏的预期增加,这种类型的特殊功能需要增加注意。 其中一个特征是玩家与角色之间的更强烈的感知关系,而不是读者和一个字符。 虽然这对有效讲故事具有益处,但它还产生了更强大的触发运动员创伤的可能性。 我们必须考虑如何制作可访问的叙述游戏,讨论可能触发主题,同时不会影响流派的其他特征,例如文本的多个故事情节和经验。

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