This paper proposes an analysis of “Breathe” (2018)—a smartphone short story that customizes its content according to the reader’s contextual data—through the “triangulation” of three interdependent spaces of interaction: story, technology, and environment. The central proposition is that the interrelation of these three proposed spaces can locate the literary experience of “Breathe” in real-life circumstances, and it builds on the presupposition that literature is not experienced in a vacuum, but in real-life situations that involve concrete purposes, technologies, audiences, and environments. Ultimately, this paper wonders about how embodied technologies and situated experiences affect our interactions with literary texts.
Tópico:
Digital Games and Media
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FuentePerífrasis Revista de Literatura Teoría y Crítica