![]() ![]() Once kids truly get sucked into a story, I’ve found that they’re much more willing to give other books a try because they see how much fun reading can be.ĪMP: Escape From a Video Game draws on two exciting sources: video games as a medium and Choose-Your-Own-Adventure stories. By bringing those games into books, we can help struggling readers stick with a story for longer than five minutes. Many kids who have a hard time getting through a few pages have no trouble mastering complicated video games. My goal with these stories is to connect with reluctant readers. I’m hoping that readers will feel even more invested in the story, since they’re in charge of their own fate. ![]() Escape from a Video Game pushes that immersion a step further by “handing over the controller” to the reader. With the Trapped series, I wanted to make kids feel like they were inside a game by pacing the story with nonstop action. In your own words, what does it mean to “gamify” reading, and what kind of impact do you hope your writing will make on kids?ĭustin Brady: It’s easy to get lost in a video game because you’re constantly immersed in action. AMP: Your recent middle-grade illustrated novels-the bestselling Trapped in a Video Game series, and now the interactive Escape From a Video Game -capture the action-packed excitement of video games in book form. ![]()
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