Research on the nature and impact of book apps or e-reading in general is still limited and informed by diverse assumptions about the nature of these new “texts,” the varied forms of engagement and meaning-making associated with them, and their implications for understanding literacy and learning in the digital age. The purpose of this article is to explore the affordances and constraints inherent in an examination of children’s picturebook apps through multiple analytical frameworks—in this case drawn from social semiotics, film analysis, and game studies. After outlining these frameworks in the context of our evolving new media landscape, we move on to more detailed analyses of the children’s picturebook app The Fantastic Flying Books of Mr. Morris Lessmore from each of these perspectives. We conclude with lessons that might be learned from juxtaposing these analytical frameworks and suggest implications for literacy education, research, and practice.

Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. Baltimore, MD: John Hopkins University Press.
Google Scholar
Albers, P. (2008). Theorizing visual representation in children’s literature. Journal of Literacy Research, 40, 163200.
Google Scholar | SAGE Journals | ISI
Al-Yaqout, G., Nikolajeva, M. (2015). Re-conceptualising picturebook theory in the digital age. BLFT—Nordic Journal of ChildLit Aesthetics, 6. doi:10.3402/blft.v6.26971
Google Scholar
Bazalgette, C., Buckingham, D. (2013). Literacy, media and multimodality: A critical response. Literacy Discussion, 47, 95102. doi:10.1111/j.1741-4369.2012.00666.x
Google Scholar | Crossref
Carlquist, J. (2013). Playing the story: Computer games as a narrative genre. Human IT: Journal for Information Technology Studies as a Human Science, 6. Retrieved from https://ojs.bib.hb.se/index.php/humanit/article/viewFile/144/148
Google Scholar
de Mul, J. (2005). The game of life: Narrative and ludic identity formation in computer games. In Raessens, J., Goldstein, J. (Eds.), Handbook of computer game studies (pp. 251266). Cambridge, MA: MIT Press.
Google Scholar
Duncum, P. (2004). Visual culture isn’t just visual: Multiliteracy, multimodality and meaning. Studies in Art Education, 45, 252264.
Google Scholar | Crossref
Egenfeldt-Nielsen, S., Smith, J. H. (2006). Computer games, media and interactivity [Web post]. Retrieved from http://game-research.com/index.php/articles/computer-games-media-and-interactivity/
Google Scholar
Garite, M. (2003). The ideology of interactivity (or, video games and taylorization of leisure). In Copier, M., Raessens, J. (Eds.), Level up: Proceedings of the 2003 digital games research association conference (vol. 2). Utrecht. Retrieved from http://www.digra.org/dl/db/05150.15436.pdf
Google Scholar
Gee, J. P. (2007). What video games have to teach us about learning and literacy (2nd ed.). New York, NY: St. Martin’s Press.
Google Scholar
Gee, J. P. (2013). The anti-education era: Creating smarter students through digital learning. London, England: Palgrave Macmillan.
Google Scholar
Geiger, J., Rutsky, R. L. (2013). Film analysis: A Norton reader. New York, NY: W. W. Norton.
Google Scholar
Hateley, E. (2013). The value of books: The Fantastic Flying Books of Mr. Morris Lessmore and the social hieroglyphic of reading. Paper presented at the 40th Annual Children’s Literature Association Conference, Biloxi, MS.
Google Scholar
Holmes, J. (2013). How to look at videogames: A visual analysis toolkit. In Proceedings of the Games + Learning + Society Conference 9.0. Pittsburgh, PA: ETC Press. Retrieved from http://press.etc.cmu.edu/files/GLS9.0-Proceedings-2013-web.pdf
Google Scholar
Jewitt, C. (2009). An introduction to multimodality. In Jewitt, C. (Ed.), The Routledge handbook of multimodal analysis (pp. 1427). New York, NY: Routledge.
Google Scholar
Jewitt, C., Rumiko, O. (2001). Visual meaning: A social semiotic approach. In van Leeuwen, T., Jewitt, C. (Eds.), The handbook of visual analysis (pp. 134156). London, England: Sage.
Google Scholar
Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. Cambridge, MA: MIT Press.
Google Scholar
Kolker, R. P. (1998). The film text and film form. In Hill, J., Gibson, P. Church (Eds.), The Oxford guide to film studies (pp. 1129). Oxford, England: Oxford University Press.
Google Scholar
Kress, G. (2003). Literacy in the new media age. London, England: Routledge.
Google Scholar | Crossref
Kress, G. (2009). Multimodality: A social semiotic approach to contemporary communication. London, England: Routledge.
Google Scholar
Kress, G., van Leeuwen, T. (1996). Reading images: The grammar of visual design. London, England: Psychology Press.
Google Scholar
Krippendorff, K. (2004). Content analysis: An introduction to its methodology. Thousand Oaks, CA: Sage.
Google Scholar
Machin, D. (2007). Introduction to multimodal analysis. Oxford, England: Oxford University Press.
Google Scholar
Metz, C. (1974). Film language: A semiotics of the cinema. Chicago, IL: University of Chicago Press.
Google Scholar | Crossref
Meyers, E. M., Zaminpaima, E., Frederico, A. (2014). The future of children’s texts: Evaluating book apps as multimodal reading experiences. In iConference 2014 Proceedings. Retrieved from https://www.ideals.illinois.edu/handle/2142/47386
Google Scholar
Moonbot Studios . (2011). The Fantastic Flying Books of Mr. Morris Lessmore (Version 1.4.5). Retrieved from https://itunes.apple.com/us/app/fantastic-flying-books-mr./id438052647?mt=8
Google Scholar
Nikolajeva, M., Scott, C. (2001). How picturebooks work. New York, NY: Routledge.
Google Scholar
Norris, S. (2004). Analyzing multimodal interaction: A methodological framework. London, England: Routledge.
Google Scholar
O’Halloran, K. (Ed.). (2004). Multimodal discourse analysis: Systemic functional perspectives. London, England: A&C Black.
Google Scholar
Painter, C., Martin, J. R., Unsworth, L. (2013). Reading visual narratives: Image analysis of children’s picturebooks. Sheffield, England: Equinox.
Google Scholar
Rose, G. (2012). Visual methodologies: An introduction to researching with visual materials. London, England: Sage.
Google Scholar
Rowsell, J., McLean, C., Hamilton, M. (2012). Visual literacy as a classroom approach. Journal of Adolescent & Adult Literacy, 55, 444447.
Google Scholar | Crossref | ISI
Salen, K., Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.
Google Scholar
Sargeant, B. (2015). What is an ebook? What is a book app? And why should we care? An analysis of contemporary digital picturebooks. Children’s Literature in Education, 46, 454466.
Google Scholar | Crossref
Schwebs, T. (2014). Affordances of an app—A reading of The Fantastic Flying Books of Mr. Morris Lessmore. BLFT – Nordic Journal of ChildLit Aesthetics, 5. Retrieved from http://www.childlitaesthetics.net/index.php/blft/article/view/24169
Google Scholar
Serafini, F. (2013). Reading the visual: An introduction to teaching multimodal literacies. New York, NY: Teachers College Press.
Google Scholar
Serafini, F. (2015). Paths to interpretation: Developing students’ interpretive repertoires. Language and Literacy, 15, 118133.
Google Scholar | Crossref | ISI
Serafini, F., Kachorsky, D., Aguilera, E. (2015). Picturebooks 2.0: Transmedial features across narrative platforms. Journal of Children’s Literature, 41, 1624.
Google Scholar
Spadoni, R. (2014). A pocket guide to analyzing films. Oakland, CA: University of California Press.
Google Scholar
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35, 1929.
Google Scholar | SAGE Journals
Thompson, K., Bordwell, D. (2012). Film art: An introduction. New York, NY: McGraw-Hill.
Google Scholar
van Leeuwen, T. (2005). Introducing social semiotics. London, England: Routledge.
Google Scholar
Zimmerman, E. (2004). Narrative, interactivity, play, and games: Four naughty concepts in need of discipline. In Harrigan, P., Wardup-Fruin, N. (Eds.), First person: New media as story, performance, and game (pp. 154164). Boston, MA: MIT Press.
Google Scholar
View access options

My Account

Welcome
You do not have access to this content.



Chinese Institutions / 中国用户

Click the button below for the full-text content

请点击以下获取该全文

Institutional Access

does not have access to this content.

Purchase Content

24 hours online access to download content

Your Access Options


Purchase

LRX-article-ppv for $36.00