18.11.2018 – 27.10.2019
In the gamebook, the reader-player is not a passive spectator but the activator of the story. It is he who, through his adventure, generates a whole universe. The heroism of this reader-player, besides the fantastic deeds that he accomplishes throughout the adventure, also stems from his appropriation of the narrative; he is, however, constrained by the propositions printed in the book. Full immersion and freedom to act are therefore limited by the written words, unlike the verbal role play.
The stories in the gamebooks are based on genres popularized or which appeared in the course of the twentieth century. The stories are enriched with various reference resources which can be historical, legendary, fantastic or from popular genres such as fantasy or science fiction. The interactive originality of the narration of gamebooks can be likened to the creations of Raymond Queneau, the literary manipulations of the OULIPO, or the inventions of the Nouveau Roman.
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