The article examines the convergence of reading and game playing enabled by new digital formats. Topics include gamified transmedia books such as Patrick Carman's Skeleton Creek series and Scholastic's The 39 Clues series, as well as the convergence raising concerns and misconceptions among adults. Also mentioned are screen time having been blamed for violent behavior, Attention Deficit Hyperactivity Disorder (ADHD), and childhood obesity, as well as digital books supporting early literacy.
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: 10.5860/cal.12n4.19. Retrieved from https://oaks.kent.edu/slispubs/32