Best-seller e games: initiation of the young in literary universe

Authors

  • Jéssica Kurak Ponciano Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Câmpus de Presidente Prudente
  • Arilda Ines Miranda Ribeiro Universidade Estadual Paulista "Júlio de Mesquita Filho" - Campus de Presidente Prudente

DOI:

https://doi.org/10.5007/1807-9288.2014v10n1p102

Abstract

It is easily verifiable lack of interest in literature sketched by young high school students. Are also constant complaints from teachers in relation to the cultural liking of the students as well as their distance from the literary universe. Contrary to this fact, teenage interest in the virtual world of games grows considerably, as well as products that originate from their famous franchises such as best-sellers. The following article aims to reflect on the applicability of the games and Best-Sellers as the young insertion tool in the literature. Will be briefly discussed the concept and history of the emergence of Literature Mass, as well as differences between literature belonging to the canon and the best-seller. We’ll tackle the issues of educating readers by means of the narrative of Digital Games. And then will be proposed reflection on the applicability of the readings and mass of digital games in the classroom, to increase the adhesion of young people to read. 

Author Biography

Jéssica Kurak Ponciano, Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Câmpus de Presidente Prudente

Possui graduação em Letras pela Universidade Estadual Paulista Júlio de Mesquita Filho (2011). Tem experiência na área de Letras, com ênfase em Literatura Contemporânea. Mestrado em andamento pela Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Câmpus de Presidente Prudente.

Published

2014-07-28

Issue

Section

Dossiê Temático