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2008
The concept of the subjunctive mode provides a useful key in exploring narrative comprehension in different media. This article reports on a study in which twelve undergraduates, working in groups of three, read a novel, watched a movie, and played a digital game. Analysis of transcripts of their...
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2012
Common wisdom often posits that game-playing is the enemy of reading, that it offers one of a plethora of “distractions” that seduce people away from the power of the printed page. In this article it is proposed that we do not to take on this stereotype, with its barely veiled assumption that...