LITERATURE AND GAMES: VISUAL NOVELS' POTENTIAL FOR LITERARY LITERACY IN TIMES OF DIGITAL CULTURE
Visual Novel; Literary Literacy; Digital Literature.
This research stems from the premise that visual novels, games and literature hybrids, are a fertile source for literary literacy. Especially interesting for junior high students, for they keep a much maligned and misunderstood relationship with games, we propose the union between their gaming interest with the knowledge commitment demanded by schooling, developing literary literacy activities using visual novels. That being said, we ask the following question: "How visual novels can help to promote literary literacy?". For this, we will find a better understanding of this hybrid genre which we believe to be in our research best interest. In the chapter following the introduction, we will review what has been said about digital literature, its main features and characteristics, stemming from the readings of Murray (2001) and Santaella (2005); also, we will discuss the relationship between game and literature, as stated by Iser (2011) and Barthes (2004); closing off this chapter we will list the defining aspects of the visual novel genre, based on Melo (2021) and Cavallaro (2010). In the next chapter, we will scrutinize literary literacy and the possibilities offered by visual novels to enhance it, echoing the works of Cosson (2022) and Camingue; Melcer; Carstensdottir (2020). Lastly, we will analyze two works of that genre, Doki Doki Literature Club! and Higurashi: When They Cry, and propose possible activities for their use in classrooms.