Volume 9, Number 1
Interactive Fiction as a Great Books Pedagogy: A Game Developer’s Position Pieces
Authors
Tyler B. Wright, Harrison Middleton University, USA
Abstract
This position piece makes the case for introducing interactive fiction (IF) game development as a medium for delivering Great Books ideas and stories in a rich, nonlinear manner. The world-building involved in writing IF enables the student to immerse themself into the source material and gain new understandings through creative exploration. This paper begins with an examination of the learning benefits of IF and its capabilities for transforming beloved literary works and attracting new readers along the way. Recent examples of classic literature game adaptations are described within the context of exposing students to the classics in new dynamic ways. This paper then explores the broad implications of IF game development and play in the manner of bringing history instruction to life while promoting enthusiasm for reading. A recommendation is then offered to stakeholders involved in advancing Great Books of the Western World to consider hosting online game jam competitions themed “Great Books” to attract new readers, contributing to an ever-growing catalogue of game reimaginings. As a distinct literacy, IF reveals opportunities for the “scholar as developer” to build proximity with their chosen book’s source material by its transformation while refining their written, creative, and technical abilities.
Keywords
Great Books, classic literature, interactive fiction, game development, reading literacy, game jam.