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Marsh on contemporary digital cultures

[...] contemporary digital cultures provide rich opportunities for the promotion of play that is rooted in children’s everyday experiences. This is not [...] an inferior form of play; rather, it sits alongside more traditional play activities and is important for creative development


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Takacs on children’s multimedia

As motion and zooming may direct children’s attention to a detail of the illustration in a similar way as an adult pointing at the detail and providing comments or explanations, multimedia may be just as beneficial in supporting story and language comprehension as interaction with an adult explaining the meanings of the story and sophisticated words in the narration.


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Yuill on shared e-books

We believe that designers could think more about how [e-books] can be designed for sharing [...] Book Trust figures report a drop from 86 per cent of parents reading with their five-year-olds to just 38 per cent with 11-year-olds. There is a possibility that the clever redesign of e-books and tablets might just slow that trend.


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Literature and storytelling games

When a technology is surpassed, and we can see the book as a form of technology, it is rarely rendered entirely obsolete. Often, it becomes a niche concern or finds that its very limitations are strengths. The simplicity, clarity and imaginative capacity of literature offers something that games, which immerse the player in immaculately-rendered environments, can lack.

Games like 80 Days, for instance, have revived the tradition while others like Firewatch have incorporated aspects of text-based adventures. And while games like Gone Home and Tacoma are spatial explorations, there are traces of literary mysteries within them, in the way clues emerge, stories unfold and the player becomes increasingly absorbed. The balance of storytelling and interactivity is key. We want to feel we discover things, even when they were placed there for us to find.