Abstract

This article argues that videogames may be considered part of the fluid cross-media landscape of children’s literature and that they require a particular sort of active reader, namely a player. Departing from the concept of cybertext and using the physics-based puzzle game Unravel (Coldwood Interactive) as a main example, the article draws on theoretical discussions from game studies (Aarseth; Jenkins; Jørgensen; Schell; Sicart; Tronstad; Zimmermann; Yee) and on Louise Rosenblatt’s distinction between efferent and aesthetic reading to discuss what kinds of player engagement may constitute aesthetic and efferent gaming.

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