Edited by Lars Elleström, Olga Fischer and Christina Ljungberg
[Iconicity in Language and Literature 12] 2013
► pp. 191–210
This paper deals with interactivity’s effects on certain instances of experiential iconicity in Gregory Weir’s digital reading game Silent Conversation. Two new terms are proposed in this paper: ‘shared experiential iconicity’ and ‘direct experiential iconicity’. The former term attempts to account for instances in which a reader’s interaction with signs in digital text enables a simulation of a text’s character’s interpreted emotive response to a given situation in the text. The latter term is one that describes a hypothetical situation in which signs are linked iconically to a reader’s psychological state during reading through a number of (bodily) measurements. This would lead to a continuous feedback loop being established between readers’ psychological states and signs, which could prove beneficial for readers with reading disorders.
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