Starting with examples of early gamified transmedia books such as Patrick Carman’s Skeleton Creek series (launched in 2009) and Scholastic’s The 39 Clues series (first published in 2011) and continuing with a look at several book apps and recent books for tweens, this paper explores how “gamification” has entered the realm of books and reading for young people.
Children & Libraries: The Journal of the Association for Library Service to Children
Martens, Marianne (2014). Reading and “Gamification”: Joining Guilds, Earning Badges, and Leveling Up. Children & Libraries: The Journal of the Association for Library Service to Children 12(4) 19-25. doi: http://dx.doi.org/10.5860/cal.12n4.19. Retrieved from https://oaks.kent.edu/article/reading-and-gamification-joining-guilds-earning-badges-and-leveling