Article
Expanding Analytical
Perspectives
on Children’s
Picturebook Apps
Literacy Research: Theory,
Method, and Practice
1-15
ª The Author(s) 2016
Reprints and permission:
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DOI: 10.1177/2381336916661516
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Earl Aguilera1, Dani Kachorsky1, Elisabeth Gee1,
and Frank Serafini1
Abstract
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.
Keywords
children’s literature, picture books, educational technology, mobile apps,
multimodality
1
Arizona State University, Tempe, AZ, USA
Corresponding Author:
Earl Aguilera, Mary Lou Fulton Teachers College, 1050 S Forest Mall, Tempe, AZ 85281, USA.
Email:
[email protected]
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Literacy Research: Theory, Method, and Practice
As reading on digital reading devices begins to take up a larger share of the literacy
engagement time of children, parents, and educators, along with a growing number of
scholars have argued for a need to better understand the nature of e-reading and the
learning and engagement potential associated with interactive book apps (Meyers,
Zaminpaima, & Frederico, 2014; Sargeant, 2015). Picturebook apps have received
particular attention, in part because scholarship on picturebooks draws on theoretical
constructs such as multimodality, intertextuality, and visual literacy that lend themselves to the analysis of digital texts. These apps are also of interest due to their
significance in the early literacy experiences of many children (Meyers et al., 2014).
Research on the nature and impact of picturebook apps is still emerging 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 a digital age. We believe that research of
picturebook apps could be enhanced by juxtaposing understandings from varying
fields or areas of study that address multimodality, digital media, and interactive
technologies. To understand children’s engagements with digital texts, it is important
to understand how they work and the semiotic potential of these multimodal ensembles. The purpose of this article is to explore the value of multiple analytical frameworks—in this case drawn from the perspectives of social semiotics, film analysis, and
game studies—for understanding the meaning potentials and constraints of picturebook apps.
Several interrelated questions served as the focus of this qualitative content analysis (Krippendorff, 2004). Those questions were: What can be learned about the
nature of picturebook apps by expanding multimodal analytical frameworks to include
other perspectives such as film analysis and game studies? What might a juxtaposition
of these analytical frameworks reveal about children’s picturebook apps that single
analytical approaches might not? And finally, what limitations, challenges, and open
questions might such an expanded analysis have to account for in future research?
We begin by defining picturebook apps and their relationship to multimodal analytical frameworks. We continue by describing three analytical frameworks, social
semiotics, film studies, and video game, studies that are relevant to understanding
children’s picturebook apps. After outlining these frameworks, we move on to more
detailed analyses of a single children’s picturebook app entitled The Fantastic Flying
Books of Mr. Morris Lessmore (Moonbot Studios, 2011), from each of these perspectives. Finally, we will revisit our central questions by highlighting insights learned
from examining the app across these analytical frameworks and suggest implications
for literacy education, research, and practice.
Defining Children’s Picturebook Apps
The contemporary picturebook remains one of the most ubiquitous multimodal
ensembles in elementary classrooms. The interplay of visual images, design features,
and written language requires researchers to consider analytical perspectives beyond
Aguilera et al.
3
linguistic analyses to understand the semiotic potential of this format (Serafini,
2013). It is important to adopt research methods based on theories of visual grammar
(Kress & van Leeuwen, 1996), visual discourse analysis (Albers, 2008), and multimodal analysis (Machin, 2007) to address the affordances and transmedial features
of the various instantiations of print-based (picturebooks) and digital platforms (ebooks and apps).
At its core, a picturebook app is a type of software application that consists of
picturebook content in a digital form that users navigate using a touch screen interface,
such as on an iPad or Kindle Fire (Serafini, Kachorsky, & Aguilera, 2015). These apps
are uploaded by publishers to online application marketplaces, commonly known as
‘‘app stores,’’ or are available on individual publishers’ websites, and can then be
downloaded by individual users. Unlike the prior generation of e-books, which are
essentially digitized versions of traditional print books, picturebook apps are
typically distinguished by interactive features that may alter the experiences of a
reader in significant ways (Sargeant, 2015). For example, through the addition of
sound effects, animations, or background music. Along with the traditional features
of e-books, such as—digitally displayed text and images, navigational buttons, and
home screens—picturebook apps offer interactional features that expand the
options, potential reading paths, and experiences of the reader. Many picturebook
apps also include voice over narration, sound effects, animation, and even game-like
features, thus creating an experience that sometimes more resembles ‘‘play’’ than
‘‘reading,’’ in a traditional sense.
Children’s Picturebook Apps and Multimodality
We ground our analyses in the notion that children’s picturebook apps, much like their
printed predecessors, are multimodal ensembles that draw upon different modalities
(visual image, written language, animation, music) in the rendering of a narrative
(Duncum, 2004; Jewitt, 2009; Kress, 2003; Serafini, 2013). Such an approach takes as
a central understanding that communication and representation are about more than
language (Jewitt, 2009). We argue that the key assumptions underpinning the field of
multimodal analysis align well with the digital and multimodal features associated
with children’s picturebook apps (Jewitt, 2009; Norris, 2004; Painter, Martin, &
Unsworth, 2013).
Children’s picturebooks typically draw on visual images, design elements, and
written language as modes of meaning-making. While children’s picturebook apps
expand the types of modalities presented by including animation, sound effects,
music, and embodied user interactions to orchestrate complex ensembles of meaning
in addition to text and image (Kress, 2009; Rowsell, McLean, & Hamilton, 2012;
Serafini, 2013). Multimodality also assumes that various semiotic resources—the
‘‘building blocks’’ for meaning-making—are socially shaped over time by their materiality, meaning potentials, and the contexts in which they are used (van Leeuwen,
2005). The transition of picturebooks from printed codes into a digital, interactive
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Literacy Research: Theory, Method, and Practice
medium reflects the shaping of semiotic resources to accommodate emerging ways of
constructing meaning in the digital age. Finally, multimodality assumes that people
orchestrate meaning through the ways they select and configure modes, thus highlighting the importance of both the interaction between modes and the motivations and
interests of people in a specific social context (Jewitt, 2009). Children’s picturebook
apps, like any multimodal artifact, are best understood not as ‘‘timeless’’ or monolithic
but rather as ideologically laden with the intentions of the designers as well as the
readers of these apps.
In aligning picturebook apps with the broader research agenda of multimodal
analytical frameworks, we find ourselves faced with the question of which analytic
approach might be most appropriate for interrogating the meaning potentials associated with picturebook apps. Several approaches to multimodal analysis, for example,
visual discourse analysis (Albers, 2008), multimodal discourse analysis (O’Halloran,
2004), and multimodal interaction analysis (Norris, 2004), have each contributed to
our understanding of multimodal phenomena across a variety of contexts. Our aim in
this article is not to imply the diminished effectiveness of these approaches, rather to
suggest that a richer understanding could be revealed through the juxtaposition of
perspectives drawn from different disciplines that have varied conceptual tools and
frameworks. In the following sections, we briefly outline three analytical perspectives—social semiotic analysis, film analysis, and game studies—before applying
each of them to a single picturebook app to illustrate what such a multifaceted
approach might offer.
Perspective 1: Social Semiotic Analysis
Social semiotic approaches to multimodal phenomena have historically been characterized by three broad aims: (a) the collection, documentation, and systematic cataloguing of semiotic resources; (b) the investigation of how these resources are used in
specific cultural, historical, and institutional contexts; and (c) the discovery and
development of new semiotic resources and new uses of existing semiotic resources
(Jewitt & Rumiko, 2001; van Leeuwen, 2005). Drawing upon various multimodal
analytical approaches in the specific case of a children’s picturebook app, this would
involve the description of the various semiotic resources used in an app, an examination of these resources in specific contexts of use, and understanding how these
resources are used to render the visual and textual narrative.
Detailed analyses of the multimodal elements of the picturebook app often discounts the semiotic resources used in the production of the various narrative instantiations and reader–viewers’ reception of these narratives. However, a focused analysis
of the multimodal ensemble itself revealed visual and textual structures that may go
unnoticed by narrative analysis or reader response approaches. The selections made
by the app designers are not disinterested processes, rather designers and publishers
select from the various modalities available to tell their story in ways that fit their
interests and the sociocultural contexts of their production and reception. The semiotic
Aguilera et al.
5
resources available to designers, authors, and app publishers offer different potentials
in the rendering of the narrative and need to be considered as a visual object, a
multimodal ensemble, and as a cultural artifact (Serafini, 2015). Multimodal analysis
should include all three sites of analysis (Rose, 2012) as they try and understand the
meaning potential of the multimodal ensemble under consideration. However, for the
purpose of our analyses, the site of text—namely, the multimodal features instantiated
through the design of a particular app—will be our primary focus.
The Morris Lessmore app draws upon and offers modalities in addition to written
language and visual images, including animation, sound effects, and background
music that are not available in the print-based picturebook. These additional modalities expand the meaning potential of the narrative beyond the traditional interplay of
text, image, and design (Nikolajeva & Scott, 2001). We recommend that researchers
investigate the ways these additional modalities complement or possibly distract the
reader from attending to the narrative. Investigations of how background music complements the text and visual images, as well as the meaning potentials offered by the
animated sequences, require more attention to the multimodal elements and how these
might work to cohere the presentation of the narrative.
Perspective 2: Film Analysis
Film analysis offers us another existing, formalized framework for examining multimodal texts, although it evolved well outside the communities of traditional multimodal research. Broadly speaking, film analysis is a way of reading film that considers
the choices made by filmmakers in constructing film narrative, form, and style (Geiger
& Rutsky, 2013). Narrative is ‘‘a chain of events linked by cause and effect and
occurring in time and space’’ (Thompson & Bordwell, 2012, p. 79). The aspects of
film that most consumers are familiar with are the plot, the narration, the chronology,
and the causality. Form describes the ways in which parts of a film work together to
create an overall effect on the audience (Thompson & Bordwell, 2012). In film
analysis, form is fundamentally structural. It includes motifs and variations in structural patterns that create a sense of unity or disunity across the film. For those who are
familiar with the film Groundhog Day, the repeated sequences that start Bill Murray’s
day are an example of structural patterns. Style is considered the organization of
chosen techniques to create the overall look and feel of a film (Thompson & Bordwell,
2012). This includes the mise-en-scene, cinematography, editing, and sound.
In working within the film medium, filmmakers make a number of decisions.
However, those decisions are linked to film style, including what lighting to use in
a particular shot, what music to use in particular scene, which editing cuts to make in a
particular sequence that historically have been the most unique to the medium. Each of
the core modes of film style—mise-en-scene, cinematography, editing, and sound—
relies on a range of semiotic resources (Metz, 1974) and functions according to a
preexisting set of conventions or grammar.
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Literacy Research: Theory, Method, and Practice
In mise-en-scene, sets are designed and lighting is selected in order to convey
specific moods. For example, a foggy street at night might be selected if the intention
is to convey a sense of mystery or danger (Geiger & Rutsky, 2013). In cinematography, camera angle, level, height, and distance are all considered when composing a
shot. So too are photograph tonalities and camera motion. For example, a shaking
camera like that used by Spielberg in Saving Private Ryan might be used to convey a
sense of realism. In film editing, different types of edits are used to achieve different
goals. Typically, a standard cut is designed to be invisible (Spadoni, 2014). This
means that when an audience sees a fade, they understand that time is passing.
However, when an audience sees a wipe, as made popular by the Star Wars franchise,
they recognize that a scene or setting change is occurring. Sound in film is a combination of music, dialogue, sound effects, and narration. The volume of dialogue and
sound effects can create a sense of space and distance. The choice of music can impact
the level of tension or excitement. For example, fast-paced music is a convention of
the action sequence, while a rapid succession of screeching violins is associated with
danger in a horror film.
These conventions are grounded in the tradition of classic Hollywood cinema,
meaning that they have been used over and over again by the Hollywood cinematic
machine to the point of standardization. The conventions of these modes are intentionally unobtrusive (Kolker, 1998). They are meant to disappear in order to draw the
audience as far as possible into the film experience. Finally, all these modes work
together to create a complete, coherent, multimodal ensemble. In each case, a film
production team makes choices grounded in the historical, traditional, practical, financial, and technical (Bazalgette & Buckingham, 2013). As such, film analysis typically
considers film as both a text and a product.
As picturebook apps evolve from static digitized imitations of printed picturebooks, they begin to incorporate conventions of film style. For instance, The Fantastic
Flying Books of Mr. Morris Lessmore picturebook app (Moonbot Studios, 2011)
incorporates short film sequences which utilize all the aspects of film style discussed
earlier. In relying on film style, picturebook app designers call on an established set of
grammars and their affiliated cultural and social associations. As such, approaching
children’s picturebook apps from film analysis perspective helps to illuminate semiotic features and meaning potentials not otherwise emphasized in frameworks emphasizing the static elements of visual and textual representation. Rather, film analysis
helps viewers consider the roles motion and sound play in these texts (Bazalgette &
Buckingham, 2013).
Perspective 3: Game Studies
Game studies is relatively new as an academic field of study, attracting scholars
primarily in tandem with the rapid growth of the video game industry beginning in
the 1980s. These scholars have come from a variety of academic disciplines across the
humanities, social sciences, and computer science, resulting in the juxtaposition of
Aguilera et al.
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diverse concepts and perspectives. While there continues to be considerable debate
over the defining attributes of games and how they might best be understood, interactivity has perhaps been most commonly singled out as a defining feature of games.
The feature of interactivity is an attribute that distinguishes games from other forms of
media, such as books or film. Of course, all forms of media require some form of
active cognitive and emotional engagement on the part of the audience, and other
types of digital media, including apps, can require physical engagement. But perhaps
no other medium has drawn such attention to the role of the player/audience in
creating meaning and experience through their own choices and actions. Indeed,
scholars have claimed that video games incorporate a unique mode of meaningmaking in the mechanics of play itself (Aarseth, 1997; Holmes, 2013; Juul, 2005).
Salen and Zimmerman (2003), for example, argue that meaning arises from the
player’s interactions with the game, and combined with feedback from the system,
these interactions inform ongoing cycles of action and reflection (Gee, 2013).
Interactivity in itself is a broad and vague term, and some scholars have come to
criticize its common and at times simplistic application to games (Egenfeldt-Nielsen
& Smith, 2006; Garite, 2003). At the most basic level, interactivity suggests that both
game and player are changed through game play. In other words, players’ actions have
consequences, both for the game and for the player. This general conceptualization,
however, does not offer much insight into the nature of such interactions or their
effects, particularly in relation to the quality of game play or the meaningfulness of
the player’s experience. Other scholars have acknowledged the many potential kinds
of interactivity and attempted to tease out the most important aspects of interactivity in
relation to games.
Salen and Zimmerman (2003) provide a useful conceptualization of interactivity in
games. They describe four broad types of interactivity in relation to a narrative
experience (including, according to their definition, games): (a) cognitive interactivity, or the ‘‘in-the-head’’ interpretations of the ‘‘content’’ of a game, (b) functional
interactivity, or interactions with a game that are utilitarian, such as how you use the
controller, (c) explicit interactivity, consisting of ‘‘participation with design choices
and procedures’’ (Zimmerman, 2004, p. 159) or what the player actually does in a
game, and (d) meta-interactivity, going beyond interactions with a single game to how
players might discuss game play with others, critically analyze game content, and so
forth. Salen and Zimmerman note that these types of interactivity are not mutually
exclusive and can take place simultaneously and are common in some form to all of
our media experiences, not just within games.
Most game scholars continue to focus on explicit interactivity as the type of interactivity most specific to games (Carlquist, 2013; de Mul, 2005). Salen and Zimmerman (2003) argue that games can be narrative systems in ways that other media
cannot, through the unfolding of player experience as she or he interacts with the
complex combination of game elements. Meaningful play arises from the interaction
of players with a game’s rules and goals and from the relationship between player
actions and outcomes in the game. To use a nondigital example, kicking a soccer ball
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Literacy Research: Theory, Method, and Practice
is given meaning in the context of the game rules and goals; the result can be a goal, a
penalty, or some other result depending on the particular game. One implication of
this perspective is that interactions should have consequences that make sense, given
the logic of the game rules; as they progress in a game, players will strive to understand the underlying game system (Gee, 2007) and will be frustrated when their
actions lead to results that are unpredictable or inconsistent.
Another way to view interactivity in games is in terms of the effects on players.
Using the metaphor of a conversation, games ‘‘talk back’’ to players in response to
their actions. In order to be successful, players adapt to the game’s rules and goals.
While this can be viewed in a positive light as a form of complex, situated learning
(Gee, 2007), scholars such as Garite (2003) argue that video games ‘‘play the player’’
(n.p.); that is, players internalize the rules and underlying ideological structures of the
game. Whether this should be a cause for concern is another issue, but the salient point
is the idea that interactivity requires the player to more directly participate in ideological worlds (Squire, 2006) than books or film. Thus, the meaning of players’ actions
and the game’s responses can be viewed beyond the immediate context of the game, as
reflecting dominant beliefs and associated practices.
The analytical perspectives of social semiotics, film analysis, and game studies
have served as foundations from which to approach the core textual artifacts of focus
within distinct disciplinary traditions. Over time, each of these frameworks have
shaped and been shaped by the texts and contexts to which they are applied. However,
the evolution of ‘‘hybrid’’ media forms such as the children’s picturebook app appear
to blend and remix established conventions of meaning-making and have opened up
new possibilities for exploring analytical frameworks across interdisciplinary perspectives. To illustrate the insights that these divergent perspectives might provide, we
now turn to an analysis of a specific children’s picturebook app The Fantastic Flying
Books of Morris Lessmore (Moonbot Studios, 2011) from each of these perspectives.
Analyzing Morris Lessmore Across Interdisciplinary
Perspectives
The Fantastic Flying Books of Mr. Morris Lessmore (Moonbot Studios, 2011) is a
story about a man who loses his home during a hurricane and is guided to another
world where he becomes the curator of books in a magical library. He takes care of the
books in the library and shares them with other people in order to make their lives
more fulfilling. Morris Lessmore writes the story of his life in a journal and passes this
book along to future curators as his life draws to a close. Our selection of this
particular story for analysis was, in part, influenced by unique aspects of its production
and release. First envisioned by author William Joyce, the story was released as a short
film, a printed book, and picturebook app, with each instantiation sharing the core
content of the story but diverging in their use of meaning-making affordances of each
medium of telling.
Aguilera et al.
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Previous research on examining Morris Lessmore as a picturebook app exemplar
has analyzed this narrative across different platforms, focusing on how the app
‘‘defines, represents, or shapes the meaning of reading itself’’ (Hateley, 2013, p. 2).
Differences in readers’ experiences transacting with narratives in a picturebook, app,
and film formats (Schwebs, 2014), and how picturebook theories need to be reconceptualized in light of the affordances and limitations of emerging digital platforms
(Al-Yaqout & Nikolajeva, 2015). However, our intent here is to examine a single
instantiation—the picturebook app—across multiple frameworks of analysis. These
analyses are not meant to be exhaustive catalogues of all multimodal elements of
meaning potentials inherent in the design of the app; rather, we seek to illuminate the
possibilities for deeper understanding afforded by such an approach as well as highlight areas of limitation and further examination.
Morris Lessmore Through the Lens of Social Semiotics
Approaching the Morris Lessmore app from a social semiotic perspective, we considered the various semiotic resources that have been included in the narrative and
how they are incorporated into the picturebook app. We might examine, for example,
how visual images, animated sequences, design elements, tableaux features, written
and spoken language, and transitional features add to the narrative in ways that differ
from the printed picturebook.
For example, the opening tableaux, where Morris Lessmore is sitting on a porch
reading, offers different meaning potentials from the picturebook because the animated sequence of wind blowing across the scene, the voice-over narration, and the
movement of books across the tableaux are different than the static printed image and
text. The sound effects of the wind add to the drama of the scene and suggest a storm is
brewing, rather than simply stating this in the written text.
Again, rather than examining each of these multimodal elements as separate from
one another, a social semiotic perspective foregrounds the importance of how these
features orchestrate meaning across the entire multimodal ensemble. To deepen the
analysis of the opening tableaux, we considered how text, image, and sound begin in a
complementary relationship where the meaning potentials of the image, text, and
sound build upon one another. This begins to shift, however, to a divergence of image
and sound from the text, when the scene begins to transition to the coming storm that
would literally turn Lessmore’s life upside down. Thus, we can see a dissonance
between multimodal elements echoing the chaotic events of the story to come. Analyzing these features as separate semiotic resources—that is, assuming that image,
sound, or text operate independently of one another—would miss the meaning potential when viewed as complementary aspects of a more coherent whole. Examining this
scene from a social semiotic perspective allows for the investigation of the complex
ways that meaning can be designed into the children’s picturebook app and experienced by readers in different ways.
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Literacy Research: Theory, Method, and Practice
Morris Lessmore Through the Lens of Film Analysis
Applying a framework of film analysis to look at the opening sequence to Morris
Lessmore, one might begin to notice the role of other design elements in the orchestration of meaning. From the very beginning, for instance, the title page, or ‘‘home
screen’’ of the app is paired with sound and music. While in appearance this home
screen is designed to resemble the printed book, we note that the transition from title
page to opening tableau starts off more like a film. Techniques associated with
cinematography draw the reader into the book by mimicking use of camera movement, immediately distinguishing the picturebook app from the static picturebook. In
examining the mise-en-scene, it can be noted that the setting in the first tableau
resembles the French Quarter of New Orleans and Lessmore’s clothes are reminiscent
of the 1920s and 1930s. More specifically, he wears a porkpie hat and carries a cane
which cause him to look distinctly like Buster Keaton, a comedic silent film star.
Although these elements are certainly present in the images of the setting in the
printed picturebook, they were viewed as still, static images. In the app, the movement
of the camera adds a dimension of embodied space around the viewer, as they are
figuratively pulled into the app.
As the sequence continued, one might further note that the lighting in the mise-enscene began bright and sunny connoting happiness and safety, but changed within the
image to dark, windy skies without the need for a page turn. This animation, paired
with ominous music, established a sense of foreboding and danger. A common film
convention of intertextuality is triggered, as the viewer might have recognized the
hurricane scene as being reminiscent of The Wizard of Oz. One might argue here that
intertextuality, as its name suggests, is also a common feature of many other kinds of
texts, including traditional print. However, a key difference is in the nature of the
intertextuality across media forms. While reading and comprehending an intertextual
reference in print may assume a degree of conceptual background knowledge on the
part of the reader, filmic intertextuality may depend more on perceptual recognition of
the reference (such as ‘‘Hey, I’ve seen that before!’’).
Editing does not appear in the first two tableaux of the picturebook app, but fast
paced cuts begin in the third tableau. Thus, one can observe how the app blends
elements from the traditional printed picturebook with techniques borrowed from
film, creating an experience that is at once a hybrid of these approaches, as well as
a unique media form altogether.
Morris Lessmore Through the Lens of Game Studies
A game studies perspective prompts us to foreground the importance of ‘‘designed
interactions’’ as a resource for meaning-making in the Morris Lessmore app. We drew
on Salen and Zimmerman’s (2003) broad framework to identify the role of four types
of interactivity in the app. On one level, we examined the nature of cognitive interactivity. Just as in any kind of literacy experience, readers interpret the content of
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Morris Lessmore, but this interpretation was moderated by reader’s decisions to
access optionally accessible content—through hotspots, manipulatives, and other features—leading to a higher variation in reader experience of this content.
On another level, we also noted the functional dimension of interactivity (Salen &
Zimmerman, 2003), both as a typical design consideration of picturebook apps in
general, and its specific instantiation in Morris Lessmore. Besides the common user
inputs of tapping, swiping, and dragging on the touch screen interface, we also considered how the app structures and scaffolds these interactions. Not every element of
every tableaux is interactive, for example, and designed into each tableaux are visual
cues that differentiate interactives from background imagery. In certain cases, such as
the opening tableau, the image of an arrow subtly flashes across the screen to invite the
reader to drag a finger across the screen to transform the scene. The ability to interpret
cues and interest in engaging with interactives is important to the reader experience.
Considering the explicit interactivity designed into Morris Lessmore might shift
the focus of analysis to how readers are actively engaged in shaping how the story
itself unfolds. Among game designers, there is no standard for how much control a
player should have over what happens in a game, and many games are quite linear in
their narrative. Rather, a game studies perspective led us to ask: ‘‘How are the reader’s
actions and the corresponding results meaningful, in relation to the narrative or
‘world’ created through the app?’’ A more traditional view of reading as a ‘‘linear’’
process might view interactive elements as a kind of distraction from the core content
of the story. While a game studies perspective understands that such playful, creative
experiences may serve to deepen a reader’s experience through the invitation to
personalize the content and create a story experience of their own.
Finally, the nature of meta-interactivity outside the app itself would not be possible
without examination of such a text in use. However, by examining certain design
features, we inferred ideological claims about the nature of reading and what it means
to be a reader in the modern world. For example, despite the digital and multimodal
nature of the app, much of the visual and interactional design appears to mimic, and in
a sense privilege the features of the printed book. This similarity occurred in the visual
style of the text display echoing a 19th-century schoolbook to the ‘‘page-corners’’ of
the screen reminiscent of physical page turning in a printed book. Thus, we might
conclude that reading in the context of the Morris Lessmore app is still something
portrayed as linear in nature, that stories have a definite beginning, ending, and
structure. To be a ‘‘reader’’ of this particular app, however, is more than just being
able to pronounce words on a page; in fact, with the built-in narration features, it could
be argued that decoding skills would serve as less of a barrier to participation than a
traditional printed book. Instead, to be a reader of the Morris Lessmore app also
involves navigating, discovering, and playing with interactive elements unique to this
emerging multimodal experience.
An analysis of the Morris Lessmore app grounded in game studies foregrounds
elements of interaction in children’s picturebook apps and allows to reconsider
‘‘optional’’ or ‘‘distracting’’ interactional features as instead promoting a stance of
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Literacy Research: Theory, Method, and Practice
discovery, creation, and nonlinear navigation as part of this new multimodal experience. Coupled with social semiotic analyses of visual meaning and film analysis,
this perspective provides a deeper understanding of the complex meaning potentials
designed into interactive multimodal experiences like the children’s picturebook
app. Combining these perspectives is not without its challenges, however, and will
require additional conversation, theoretical development, and testing of assumptions
through research.
Concluding Thoughts and Future Directions
The purpose of this article is to explore the affordances and constraints inherent in an
examination of a picturebook app through multiple analytical frameworks. Rather
than argue for the application of single analytical approach to the investigation of a
multimodal ensemble or propose a unified framework that might try to account for all
of the complexities of a particular multimodal experience, our research drew from the
perspectives of social semiotics, film analysis, and game studies. We assert that in
using these different frameworks for examining picturebook apps, new ways of talking about and subsequently analyzing these media artifacts become available.
Our focus on analysis at the site of text also highlights the importance of further
research to examine emerging multimodal experiences such as children’s picturebook
apps at the site of production, as well as the site of reception (Rose, 2012). All three
perspectives described in this article assume some ideological motivation on the part
of the producer of such texts. Further research in this area might seek to examine the
ideational, creative, or commercial processes that might underlie the development of
these apps. Whether we foreground the importance of the sociocultural context, audience co-construction, or user interaction, additional research at the site of reception
must examine the role of these apps as part of broadening the literacy experiences in
our modern world.
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research,
authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
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Author Biographies
Earl Aguilera is a doctoral student in the Learning, Literacies, and Technologies program at
Arizona State University. His current scholarly interests focus on literacy development as it
occurs across digital and face-to-face learning contexts.
Dani Kachorsky is a third year doctoral student in the Learning, Literacies, and Technologies
program at Arizona State University. Her research interests include visual and multimodal
literacy. Specifically, she is interested in the literacy practices that develop around comic books
and films in secondary classrooms and afterschool programs.
Elisabeth Gee is professor and Delbert & Jewell Lewis Chair in Reading & Literacy at Mary
Lou Fulton Teachers College at Arizona State University. Her current scholarly interests
include intergenerational learning and literacies associated with new digital media, particularly
video games.
Frank Serafini is a professor of Literacy Education and Children’s Literature in the Mary Lou
Fulton Teachers College at Arizona State University. His current research investigates the
nature of digital picturebooks, the role of multimodality in literacy education, and approaches
for analyzing multimodal phenomenon.