![]() 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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