| In the era of global competition,technology has fundamentally reduced the threshold for competition,and stronger participation can gain competitive advantages.Many phenomena in real life show that game design technology is providing us with a method of enhancing participation.Essence "Game" has always been carrying a heavy burden in history,but in the medium-oriented society,we will find that "Game" is now everywhere,because some gamified designs can be open to more attractive interesting entrances,and people can get a pleasant experience from it.This trend of media humanization leads Stephenson’s "The Play Theory of Mass Communication" back to people’s vision.Looking at the field of publishing,there is also such a dazzling dark horse-Interactive Puzzle Game Book,which ranks high on the Modian crowdfunding list,and the actual amount of crowdfunding attracts publishing institutions to enter.In reading practice,the integrated reading form of "Book and Game" seeks to get close to the reader’s body in the narrative mode and reading space.The more comprehensive participation of the body in reading mobilizes the cognitive subjectivity of the reader and reintegrates the interactive reading ecology between the reader and the book.This study uses Interactive Puzzle Game books as the research object,and believes that the reading ecosystem of Interactive Puzzle Game books has been established in three aspects: narrative,game,and space.The form of "book and game integration" has become an entrance to open its cross-media research.Gamification and the application of game elements are its significant features.The three-dimensional,virtual and real,real scene space supports its reading space.This study is mainly composed of four parts: the first part introduces the development history of Interactive Puzzle Game Books and the elements in the publishing process in detail,and sorts out their growth track in the publishing field.The second part,on the basis of the game research theory to the application of practice,combined with relevant theories of psychology,analyzes the internal motivation of people to participate in the game,expounds the rationality of introducing game mechanism into paper books,finds that the coupling of fun needs and gamification paradigm is the underlying logic of introducing game mechanism into publishing,and analyzes the influence of the application of game elements in Interactive Puzzle Game books on the reading style.The third part determines that the Interactive Puzzle Game Book belongs to the category of cross-media narrative,and then explains its narrative characteristics and cross-media narrative path.The fourth part can grasp the spatial structure of Interactive Puzzle Game Books from three-dimensional space,narrative space,and real scene space,which is inspired by the expansion of urban reading space.This study analyzes the reading and construction of this creative publication from three aspects,and strives to observe the integration and publishing concept of Interactive Puzzle Game Books from a comprehensive perspective.Under the pattern of "publishing+everything",this will be Bring us new ideas. |