Deliberately selected to represent as many parts of the globe as possible, and with a commitment to recognizing both the similarities and differences in children and young people's lives - from China to Denmark, from Canada to India, from Japan to Iceland, from - the authors offer a rich contextualization of children's engagement with their particular media and communication environment, while also pursuing cross-cutting themes in terms of comparative and global trends.
Chapter 4: Harlequin Meets the SIMS: A History of Interactive Narrative Media for Children and Youth from Early Flap Books to Contemporary Multimedia
Harlequin Meets the SIMS: A History of Interactive Narrative Media for Children and Youth from Early Flap Books to Contemporary Multimedia
Interactivity is an overused term. When applied to media for children and youth we tend to think of digital environments such as websites or CD ROMs that are ‘tie-ins’ to popular toys, games, and books such as Barbie, Pokemon and Harry Potter or to computer games such as Paper Mario for little children and The SIMS for teens. Yet interactive texts on paper platforms, such as moveable books, predate the invention of printing, and board games and puzzles have been produced since the earliest ...