Digital narratives and hyperfiction are beginning to form a significant part of the readingexperience of young children, adolescents and adults. Young children are beingsocialized into the world of e-narratives, in many cases as parents and teachers useelectronic texts as a resource to apprentice them into literacy. But older children,adolescents and adults are increasingly reading digital fiction for pleasure. This includesa good deal of literature that was previously published in paper format, as discussed inChapter 4, as well as the e-literature originated in electronic format, which has been thefocus of this chapter. But it also includes a range of new forms of digital narrativeexperience that are integral to many types of electronic games. The importance of theseelectronic game narratives is taken up in the next chapter.
Digital narratives and hyperfiction are beginning to form a significant part of the reading<br>experience of young children, adolescents and adults. Young children are being<br>socialized into the world of e-narratives, in many cases as parents and teachers use<br>electronic texts as a resource to apprentice them into literacy. But older children,<br>adolescents and adults are increasingly reading digital fiction for pleasure. This includes<br>a good deal of literature that was previously published in paper format, as discussed in<br>Chapter 4, as well as the e-literature originated in electronic format, which has been the<br>focus of this chapter. But it also includes a range of new forms of digital narrative<br>ประสบการณ์ที่มีส่วนประกอบที่สำคัญในหลายประเภทของเกมอิเล็กทรอนิกส์ ความสำคัญของเหล่านี้<br>บรรยายเกมอิเล็กทรอนิกส์ถูกนำตัวขึ้นมาในบทต่อไป
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