Artigo Revisado por pares

Reader-Players: The 39 Clues, Cathy's Book , and the Nintendo DS

2010; Johns Hopkins University Press; Volume: 35; Issue: 4 Linguagem: Inglês

10.1353/chq.2010.0015

ISSN

1553-1201

Autores

Lisa Dusenberry,

Tópico(s)

Digital Games and Media

Resumo

© 2010 Children’s Literature Association. Pp. 443–449. While participatory culture is a relatively new concept, children’s texts and games arguably have a long history of demanding active reader participation. For example, Marah Gubar’s Artful Dodgers makes a compelling argument for Golden Age children’s authors’ respect for engaged child readers and its ramifications: “these writers were invested in blurring rather than policing the subject positions of child and adult, reader and writer. Yet even as they represent the child as a potential collaborator, they also recognize that the idea of reciprocity can itself function as a seductive mirage that curtails the agency of children” (7–8). Gubar’s insights about children participating as collaborators are useful far beyond understanding the Victorian period in children’s literature; many current children’s texts depend on this (uneven) “reciprocity” among child, writer, and text as co-participants in creating their meaning. Current books like the ten novels in The 39 Clues series (2008–2010) by

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