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dc.contributor.authorKoskimaa, Raine
dc.contributor.authorLahdenperä, Linda
dc.date.accessioned2018-01-12T10:01:33Z
dc.date.available2018-10-17T21:35:28Z
dc.date.issued2017
dc.identifier.citationKoskimaa, R., & Lahdenperä, L. (2017). Lastenkirjallisuuden digitalisoituminen : leikillisyys ja pelillisyys lastenkirjasovelluksissa. <i>Kirjallisuudentutkimuksen aikakauslehti Avain</i>, <i>2017</i>(3), 74-93. <a href="https://journal.fi/avain/article/view/66382" target="_blank">https://journal.fi/avain/article/view/66382</a>
dc.identifier.otherCONVID_27376231
dc.identifier.otherTUTKAID_75825
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/56695
dc.description.abstractThere is an increasing amount of digital literature for children, which has mainly gone undetected by literary studies. It is worth noting how many functionalities in digital literature, considered as novelties not present in print literature, have actually been employed in children’s literature (pop-up books, books with audio-extensions etc.) for a long time. During the past decade, tablet devices, especially, have been employed as platforms for children’s digital literature, which takes advantage of their touch screens, audio-visual capabilities and computing power. These literary apps, as well as various augmented books, follow many of the traditional traits of children’s literature, but also provide new solutions rarely used in adult literature. In our article we look at children’s digital literature emphasizing aspects of play, game and materiality. We provide an analysis of three literary apps and two augmented books, which are situated in different positions along the ludo-narrative continuum, emphasizing the playful and gaming aspects to various degrees in relation to the narrative content. We also look at the material aspects of these works, especially how they incorporate the bodily user in the reading act. We also discuss the implications of children’s digital literature for the wider book and reading culture, as it seems to be approaching digital games and other audio-visual media in some of its aspects.
dc.language.isofin
dc.publisherKirjallisuudentutkijain Seura
dc.relation.ispartofseriesKirjallisuudentutkimuksen aikakauslehti Avain
dc.relation.urihttps://journal.fi/avain/article/view/66382
dc.subject.otherlastenkirjallisuus
dc.subject.otherdigitalisaatio
dc.subject.otherpelillistäminen
dc.titleLastenkirjallisuuden digitalisoituminen : leikillisyys ja pelillisyys lastenkirjasovelluksissa
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201801121161
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineDigitaalinen kulttuuri
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2018-01-12T07:15:04Z
dc.type.coarjournal article
dc.description.reviewstatuspeerReviewed
dc.format.pagerange74-93
dc.relation.issn1795-3790
dc.relation.numberinseries3
dc.relation.volume2017
dc.type.versionacceptedVersion
dc.rights.copyright© Koskimaa & Lahdenperä, 2017. Rinnakkaistallennettu julkaisijan luvalla.
dc.rights.accesslevelopenAccessfi
dc.subject.ysolastenkirjallisuus
dc.subject.ysodigitalisaatio
dc.subject.ysopelillistäminen
jyx.subject.urihttp://www.yso.fi/onto/yso/p4742
jyx.subject.urihttp://www.yso.fi/onto/yso/p8692
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310


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