41
2
Narrativas interactivas y transmedia en las
novelas policíacas para la enseñanza de la
literatura
Interactive and transmedia narratives
in crime ction for teaching literature
ARTICLE
Universitat de Vic- Universitat Central de catalunya (UVic-UCC)
Degree in Translation and Interpretation (University of Vic, 2012). Master in Translation and
Technologies (Open University of Catalonia, 2014) and Master in Specialized Translation (Uni-
versity of Vic – Central University of Catalonia, 2016). She received a doctorate in Translation,
Gender, and Cultural Studies in 2023 at the UVic-UCC. Currently, she is a member of the re-
search group GLOSSA: Research group in Applied Linguistics, Didactics and Literature (UVic-
UCC). Beyond the academic eld, she is a publisher in Llibres del Delicte and Spècula (publish-
ing houses specializing in Catalan crime ction, fantasy, horror, and sci-). In addition, she is also
the author of narrative ction.
ORCID: https://orcid.org/0000-0001-5141-3460
irene.solanich@uvic.cat
RECEIVED: 2023-10-27 / ACCEPTED: 2024-02-15
Irene Solanich Sanglas
OBRA DIGITAL, Núm. 13, Septiembre 2017 - Enero 2018, pp.97-118, e-ISSN 2014-5039
OBRA DIGITAL, 25, June 2024, pp. 41-53, e-ISSN 2014-5039
DOI: https://doi.org/10.25029/od.2024.406.25
Abstract
The plots of soft-boiled novels usually oer a
game of riddles and puzzles that challenge
the reader. That is why structures have been
easier to adapt to new dimensions. Through
interactive literature and transmedia narrative,
the aim is to explore how this genre has been
transferred to other works in dierent formats.
The study will address some concrete exam-
ples to nally show the design of an interac-
tive and transmedia product with the purpose
of teaching literature to high school students.
The research does not aim to show a learning
process but the design and development of a
game to learn.
KEYWORDS
Interactive literature, transmedia narrative,
soft-boiled, Sherlock Holmes, gamication,
teaching literature.
4242
Interactive and transmedia narratives in crime ction for teaching literature
IF works crafted by talented authors go
beyond games and should be treated
as pieces of literary ction. As such, IF is
part of the electronic literature move-
ment along with hypertext ction, chat-
terbots, email, text messaging-based
novels, computer-generated poems,
and collaborative writing projects. All
of these forms are reaching out to
the larger community for wider accep-
tance and recognition (p. 1124).
Within the concept of interactive ction or liter-
ature, another term that has taken advantage
of new media to expand new literary experienc-
es. It is transmedia narrative, which involves the
expansion of a story across multiple platforms
and media, creating a rich and immersive ex-
perience, although not necessarily interactive.
One of the most accepted denitions of the
concept has been that of Henry Jenkins:
Transmedia storytelling represents a
process where integral elements of
a ction get dispersed systematically
across multiple delivery channels for
the purpose of creating a unied and
coordinated entertainment experi-
ence. Ideally, each medium makes its
own unique contribution to the unfold-
ing of the story. So, for example, in The
1. INTRODUCTION
Interactive literature and transmedia narra-
tives are two emerging forms of storytelling
that have gained signicant attention in recent
years. These innovative media have revolu-
tionized how stories are told and consumed,
blurring the lines between traditional literature.
Interactive literature refers to narratives that
actively engage the readers, allowing them to
participate in the story and shape its outcome.
This way of consumption of stories has been
transferred to dierent spheres. Thanks to
the appearance of ICT, it has been exploited in
many other ways involving multiplatform for-
mats. As Pisan (2007) describes:
People are natural storytellers; com-
puters much less so. Interactive Fiction
(IF) is a unique collaboration among the
author who composes the story, the
computer that simulates the ctional
world, and the interactor who explores
and modies the world through text-
based commands. Although the pos-
sible endings are preordained by the
author, the interactor is free to choose
her own path. The pleasure of IF is in
the balance of reading the story, inter-
acting with the world, and solving the
puzzles.
Resumen
Las tramas de las novelas policíacas acostum-
bran a ofrecer un juego de enigmas y rompe-
cabezas que retan al lector. Esto ha facilitado
que estas estructuras se hayan trasladado a
nuevas dimensiones argumentales. A través de
la literatura interactiva y la narrativa transmedia
se pretende explorar cómo este género se ha
ido adaptando a otras obras en distintos for-
matos. El estudio abordará algunos ejemplos
concretos para nalmente mostrar el diseño
de un producto interactivo y transmedia con
la nalidad de enseñar literatura a alumnos
de secundaria. La investigación no pretende
mostrar un proceso de aprendizaje, sino el
diseño y elaboración de un juego didáctico.
PALABRAS CLAVE
Literatura interactiva, narrativa transmedia,
novela policíaca, Sherlock Holmes, gami-
cación, didáctica de la literatura.
4343
Irene Solanich Sanglas
Matrix franchise, key bits of information
are conveyed through three live action
lms, a series of animated shorts, two
collections of comic book stories, and
several video games. There is no one
single source or ur-text where one
can turn to gain all of the information
needed to comprehend the Matrix uni-
verse (Jenkins, 2007).
Both interactive and transmedia narratives of-
fer unique opportunities for both authors and
readers, challenging traditional notions of sto-
rytelling and pushing the limits of creativity. Al-
though, they share some features, such as the
fact that both are storytelling methods that can
use multiple platforms or that they might take
advantage of ICT, there are also some dier-
ences. On one hand, transmedia storytelling is
a way of telling stories using multiple platforms:
videos, books, movies, video games, podcasts,
etc. The story can be explained in a non-linear
way, and it is impossible to understand the
whole universe unless the consumer goes into
the dierent products. An example of this could
be Harry Potter, which through books, lms, fan-
cs, and video games, the universe is expand-
ing, creating new narrative lines. On the other
hand, interactive ction is a type of story that
engages the reader in making choices that can
aect the outcome of the action. The plot or
storyline is normally text-based or in graphical
formats. Examples would be Zork, an interac-
tive ction game in which players explore some
dungeons, or Choose Your Own Adventure, a se-
ries of books where the reader assumes the
role of the protagonist and by making choices
determines the story’s outcome. So, while the
focus of the transmedia narrative is the multi-
platform factor, interactive ction looks to give
the reader or player control over a story (McEr-
lean, 2018, p. 164-167).
The rise of digital technology and the internet
has played a crucial role in developing and
spreading interactive literature. With the ad-
vent of e-books, mobile devices, and online
platforms, authors can now create interactive
stories that readers can access and experience
in new and exciting ways. These narratives of-
ten incorporate elements such as hyperlinks,
graphic elements, multimedia content, and
branching stories, allowing readers to active-
ly engage with the text and make decisions
that shape the direction of the plot. This level
of interactivity not only enhances the reader’s
immersion but also provides a sense of action
and ownership over the story.
Transmedia literature, on the other hand, takes
storytelling to a whole new level by expanding
the narrative across multiple platforms and
media. This approach allows authors to create
a more expansive and interconnected story
world where dierent elements of storytelling
are explored through various media. By using
dierent platforms, transmedia literature oers
readers a more immersive experience as they
can explore dierent aspects of the story and
delve into dierent narratives. This cross-plat-
form approach also allows for greater audience
engagement and participation, as readers can
actively contribute to the story through fan c-
tion, online discussions, and interactive expe-
riences.
This article aims to demonstrate how the clas-
sic structures of crime novels have been used
to create interactive and transmedia literature
and how this genre can be leveraged to intro-
duce concepts, genres, and literary works to
readers in educational contexts. To do so, dif-
ferent examples of interactive and transmedia
literature will be briey analysed, discussing
the unique storytelling techniques employed
and the ways in which these media have chal-
lenged traditional notions of narrative structure
4444
Interactive and transmedia narratives in crime ction for teaching literature
and reader-author relationships. In addition,
the implications of interactive and transmedia
literature for authors and readers will be ex-
plored, discussing the opportunities and chal-
lenges presented by these innovative forms
of storytelling. By examining the evolution and
impact of interactive literature and transmedia
narratives, this paper also wants to show “the
benets of transmedia narrative in an educa-
tional environment from a constructive and
participatory model, meaningful learning, zone
of proximal development, active methodolo-
gy, learning by discovery, cooperative, dynam-
ic and communicative learning, dialogue, and
multiple intelligences” (Peña-Acuña, 2020, p. 3).
Lastly, a new project design using transmedia
and interactive narratives will be presented.
This work aims to introduce crime ction, as
well as literature concepts, to secondary school
learners through a game designed following
the structures of the soft-boiled work, and the
objective is to nd the culprit of murder among
dierent famous literary characters. All in all,
it is meant to be a tool for teaching literature
through gamication.
2. METHODOLOGY
The question that arises is why crime ction
structures are ideal for using interactive and
transmedia structures and how to take advan-
tage of them to teach literature. To answer this,
it is important to dene the term crime ction,
which can be very broad and sometimes am-
biguous. That is why we chose to focus on soft-
boiled literature, which could be considered
a subgenre of crime ction. Soft-boiled nov-
els have often been viewed as a puzzle to be
solved that aims to answer the question “who
did it”
1
through an investigation that can be car-
ried out by a private detective or an “accident”
2
detective. So, according to Vázquez de Praga
(1986), the plot usually presents:
A man with a determined and constant
mission: to discover the truth, a mis-
sion he has to fulll from outside the
story. The detective comes to unravel
a mystery in the construction of which
he has not participated, to star in a
chase generally detached from his pri-
vate life, from his authentic personali-
ty, which will only appear fragmentarily
in the novel as an accessory factor to
speed up and enliven the plot, which
could continue its course without any
alteration with another detective with
dierent personal characteristics (p.
24).
The soft-boiled is considered to have originated
in 1841 with Edgar Allan Poe’s The Murders in
the Rue Morgue, as the story stars the detective
C. Auguste Dupin, one of the rst detectives to
appear as protagonists in a crime story. From
this moment, the genre became increasingly
popular with the addition of characters such as
Sherlock Holmes (by Arthur Conan Doyle), Her-
cule Poirot (Agatha Christie’s hero), Monsieur
Lecoq (Émile Gaboriau’s detective) or Judge
Di (historical character of China, but who has
starred in some novels by Robert Hans Van Gu-
lik) (Hoveyda, 1967, p. 11-16).
Based on these structures and precedents,
the intention has been to create a game of
logic and deduction, which uses the narrative
structure of a soft-boiled novel and multiple
1 That is why they are often also called ‘Whodunits’, a con-
traction of ‘who did it?’ or ‘who has done it?’.
2 A non-ocial detective but a person who accidentally or
voluntarily takes the lead of an investigation.
4545
Irene Solanich Sanglas
platforms or resources to solve it, thus trans-
media narrative and interactive literature. It has
been proven that introducing a playful chal-
lenge to the students usually improves their
motivation and, consequently, their engage-
ment (Ling, 2018, p. 142). In addition, the aim is
also to introduce students to crime ction and
soft-boiled, more specically, structures and to
explore some of the most important universal
literary works. The authors, Sílvia Plana Molas
(secondary school teacher), Aida Montoya Es-
teban (secondary school teacher), and Irene
Solanich Sanglas (lecturer and researcher) (the
three of them as members of L’escriba
3
) with il-
lustrations by Sara Costa based the game on
the structures of the Whodunit so that the stu-
dents must investigate using dierent provided
material the information they will receive and
nd out who the murderer is.
3. ANALYSIS OF EXISTING
WORKS AND PRECEDENTS
Before creating the game, we thought it would
be necessary to set how the soft-boiled prem-
ises have been adapted into other games and
formats. We have seen that one of the most
popular characters for interactive products
and transmedia narratives has been Sherlock
Holmes, created by Arthur Conan Doyle and
rst appearing in The Strand Magazine in 1887.
Whether through adaptations, reinterpreta-
tions, and pastiches, the gure of the London
detective has inspired products that have tran-
scended the literary dimension. Some exam-
ples could be board games (Sherlock Holmes
Consulting Detective and sequels), lms and
3 L’escriba is an association and a website with literary and
cinematographic content (reviews, articles, and recom-
mendations). The internet platform of L’escriba is used to
save and spread the contents of the game here, explained
with the title of El crim de L’escriba.
series (the most faithful ones like The Hound of
Baskerville, 1983, crossovers like Murder by De-
cree, 1979, updated versions like Sherlock, 2010-
2017, or the freer ones, such as Detective Conan,
1994 and still broadcasting), escape rooms or
treasure hunts. Thon (2019) describes it in the
following way:
Particularly in the context of transme-
dia franchises that are governed by
“multiplicity” rather than “continuity,”
modication will often be the domi-
nant relation between work-specic
characters. Indeed, there can be little
doubt that the Victorian master de-
tective Sherlock Holmes represent-
ed by Sir Arthur Conan Doyle’s short
stories and novels (1892–1927), the
21st-century Sherlock Holmes repre-
sented by BBC’s Sherlock (2010–2017),
and the 21st-century American immi-
grant Sherlock Holmes represented by
CBS’s Elementary (2012–present), the
21st-century African-American Sher-
lock Holmes in Boller, Leonardi, and
Stroman’s comics series Watson and
Holmes (2013–present), the canine
master detective in the Italian-Japa-
nese anime series Sherlock hound
(1984–1985), or the rodent master de-
tective in Walt Disney’s animated lm
The great mouse detective (1986) do
not – and do not seem to be intended
to – coalesce into a single transmedia
character (p. 188).
In the case of Sherlock Holmes, the entire uni-
verse is ramifying or branching out to contin-
ue expanding it and oering new plots. Often
the same characters are used, with the same
names and roles, or they are framed in dier-
ent times and spaces. However, the narrative
structures often remain. If we look at the list
mentioned in the methodology of the study, we
4646
Interactive and transmedia narratives in crime ction for teaching literature
can see how most of the works and products
listed above about the London Detective are
fullled.
Perhaps even more obvious and following the
previously mentioned structures, we should
also include here Cluedo (in some countries,
such as the USA, it is called Clue), which would
later be adapted into a lm, Murder by Death
(1976), that would continue to expand the nar-
rative of the board game. Van Ditmarsch (2002)
provides this summary of the context and his-
tory of the game’s creation:
Cluedo was invented in 1943 by Antho-
ny E. Pratt, a solicitor’s clerk, and (his
wife) Elva Pratt. Anthony Pratt is said to
have invented the game when he was
temporarily laid o because of World
War II and was instead doing most-
ly boring re brigade duty. Elva Pratt
devised the board. The Pratts’ origi-
nal version was called ‘Murder’. It had
ten weapons instead of six, and some
suspects had other names. In 1949
Cluedo was launched by Waddingtons
Games in the UK. In the USA the game
is called Clue. Apart from the original
Cluedo, there are various other ver-
sions available. There is now even a
Harry Potter `Mystery at Hogwarts
Game’, that is obviously Cluedo-in-
spired. Anthony Pratt died in 1994, in
obscurity. His death only became gen-
erally known in 1996, after a public ap-
peal by Waddingtons. His tombstone
reads ‘inventor of Cluedo’ (p. 20).
Cluedo illustrates the plan of a luxurious house
on a board with all the rooms in which the
crime has occurred. There are several suspects
locked up (mostly middle/upper class as far as
we can tell), all identied by colour. There is also
a certain number of weapons that may have
been used to commit the crime. The players, by
asking questions to each other and deducing
from the answers, have to guess who killed the
victim and how and where he or she was killed;
therefore, at no time is there explicit violence
because the crime happened before the start
of the game (out of the scene) and therefore ev-
erything becomes a game of logic. In this case,
like in many crime games, the player embodies
the detective, and the competition focuses on
who will be the rst to discover the truth and,
therefore, restore order.
Another quite paradigmatic case is that of Miss
Fisher, the protagonist of twenty-one novels by
the Australian author Kerry Greenwood (1989-
2014), with plots located in Melbourne in the
1920s. The character became popular with the
series Miss Fisher’s Murder Mysteries (released in
2012). From that moment on, the universe that
Greenwood created for detectives expanded
into other formats: in 2017 a digital game was
created called Miss Fisher and the Deathly Maze,
in 2019 the lm Miss Fisher & The Crypt of Tears,
and a spin-o from the 2012 series now titled
Miss Fisher’s Modern Murder Mysteries. According
to Väliso et al. (2020), “The pleasure of this sto-
ry world strongly lies in its nature as historical
ction, as a heroine created in the twenty-rst
century has landed in the past to show her
contemporaries a glimpse of future worlds” (p.
399). In addition, they also claim that:
The Miss Fisher storyworld negotiates
the boundaries of several dierent
media intertextually, multimodally and
transmedially. It exemplies how digi-
tal developments have changed the
distribution of crime texts and series
and also the modes of consumer en-
gagement when they allow for (trans-
national) audience interaction (Välisalo
et al., 2020, p. 399)
4747
Irene Solanich Sanglas
4. DESIGN AND RESULTS
As we have seen, the soft-boiled stories usually
follow a closed structure and rarely move out
from this narrative. “L’argument comença amb
un crim simple o múltiple que forma part de la
introducció, la consegüent investigació que forma
part del nus o cos i, nalment, la resolució del cas
que conforma el desenllaç de la trama” (“The sto-
ry begins with a simple or multiple crime that
is part of the introduction, the subsequent in-
vestigation that is part of the body, and, nally,
the resolution of the case, which is the plot’s
denouement”) (Solanich-Sanglas, 2023, p. 31).
The following list enumerates some of the main
characteristics of soft-boiled novels and will lat-
er be used to elaborate the game presented in
this study:
The main characters are often middle/up-
per-class white people. Actually, there is not a
broad social representation in these stories,
which is why some years later (during the 20s
and 30s of the 21
st
century) the hard-boiled is
created, proposing new plots and new social
realities (Heath, 2003, p. 423-444).
The detective who stars in the story usually
has aristocratic connections and an over-
bearing or eccentric character.
The detective is not usually completely soli-
tary, but it can have small connotations of
isolation. However, he or she often works
through small circles, family ties, or friend-
ships (Charles, Morrison, and Clark, 2002, p.
18).
The detective’s objective and the novel’s ac-
tion is to restore stability and order manipu-
lated by the criminal or criminals.
The characters have a blind trust in the pow-
er of reason and logic to solve the mysteries
and achieve the goal.
The investigation is always carried out using
a list or closed circle of suspects, often quite
prominent characters in the plot, to be able
to play with the reader’s mind.
Although the characters can often come
from a city, the action is usually on the out-
skirts or in wilder or country landscapes, al-
ways framed and characterized by British as-
pects such as mansions, afternoon teas, etc.
(Menand, 2009).
There is not much explicit violence. The crime,
often murder, always happens “o the scene”
and usually the reader learns about it when it
has already happened. In fact, it is most likely
that the reader learns about the crime at the
same time as the detective, the protagonist
of the story.
The plot is structured like a puzzle to be
solved: enough clues are oered for the
reader to get involved in the investigation,
but they are complicated enough (sometimes
some false) to make it dicult to identify the
culprit. However, it follows the rules of fair
play between the author and the reader.
The antagonist usually assumes a false iden-
tity to pass himself or herself o as another
character and deceive both the characters
surrounding him or her in the plot and the
reader.
The crime weapon is usually strategically hid-
den and is not usually found until the end of
the story.
The chronology of the plot can sometimes be
a little confusing since often all the characters
(detective, culprit, suspects, and involved) are
all together in one room or a certain loca-
tion in order to unravel the mystery that sur-
rounds the story (Panek, 2000, p. 96).
4848
Interactive and transmedia narratives in crime ction for teaching literature
The crime, at rst, usually takes place in a
closed room or in an unlikely situation but
ends up having a logical explanation.
The authors write and characterize charac-
ters’ speech with linguistic traits (colloquial,
slang, formal, and geographical) (Rzepka,
2005, p. 29).
The vision of the world is one of order and co-
herence. Everything ts , and everything is in
place, except for the moment when the crim-
inal acts. When the mystery is solved, every-
thing returns to the order established by the
universe. “Evil is an abnormal disruption of an
essentially benevolent social order” (Cawelti,
1976, p. 149).
The aim of this type of novel is usually the dis-
covery of the identity of the culprit
4
.
Bearing the list in mind, we created a plot that
would engage students. The characters are cho-
sen to oer diversity in terms of literary genre,
territory, and period diversity. In addition, most
of them have been represented and adapted
into pop culture (media culture or mass cul-
ture
5
), so students might be familiar with them
because some of the works might have been
adapted into cinema or series or because they
have already read the original story. Further-
more, most works come from British tradition
and literature since, as mentioned in the Meth-
odology of this paper, this is where most of the
soft-boiled action takes place. However, the
4 The list has been adapted from the thesis titled La novel·-
la criminal a les darreries dels segle XX. La Negra (1986–1998),
el creixement i consolidació d’un gènere en català (Solan-
ich-Sanglas, 2023, p. 34-35)
5 According to Oxford Reference, the term “mass culture”
refers to “Cultural products that are both mass-produced
and for mass audiences. Examples include mass-media
entertainments—lms, television programmes, popular
books, newspapers, magazines, popular music, leisure
goods, household items, clothing, and mechanically-re-
produced art” («mass culture», s.d.).
game is designed so that the students do not
have to know the literary contents in depth be-
fore playing but as a starting point to present
all the features.
The premise is that Phileas Fogg has managed
to complete the journey around the world in
eighty days and wants to celebrate with his
most famous friends in literature. King Arthur
decides to give the castle of Camelot, but he
cannot be there because he has another com-
mitment, so the host will be Queen Guinevere.
As mentioned before, to design the game’s plot,
we followed the rules and structure of soft-
boiled novels. Therefore, the features men-
tioned above translate as follows in the game:
Closed list of
suspects and
characters
within the
game
Vito Corleone (The Godfather by
Mario Puzo, 1969).
Cacofonix (series of comics
Asterix by René Goscinny and
Albert Uderzo, 1959).
Queen Guinevere (Matter of Brit-
ain, anonymous, 1335).
Dracula (Dracula by Bram Stoker,
1897).
Tarzan (Tarzan of the Apes by Ed-
gar Rice Burroughs, 1912/1914).
Alice (Alice’s Adventures in Wonder-
land by Lewis Carroll, 1865).
Launcelot du Lac (Matter of Brit-
ain, anonymous, 1335).
Phileas Fogg (Around the World in
Eighty Days by Jules Verne, 1872).
Dr. Jekyll and Mr. Hide (Strange
Case of Dr Jekyll and Mr Hyde by
Robert Louis Stevenson, 1886).
Sherlock Holmes (series of novels
and short stories by Arthur Conan
Doyle, 1887).
Julius Caesar (non-ctional char-
acter, though used a lot in other
works, 44 BC).
Protagonist
detective
Sherlock Holmes seems the de-
tective and acts as one, however,
the “accidental” detectives are the
students.
4949
Irene Solanich Sanglas
The game consists of a booklet written in the
second-person singular so that the readers/
players get an engaging sensation when they
are reading or listening. The plot follows the
structure aforementioned in the methodology.
In this sense, part 1 would be the introduction,
parts 2, 3, and 4 the body, and 5 the denoue-
ment. The parts are stated below (titles are lit-
erally translated from Catalan into English):
1. The crime—the assassination of Julius Cae-
sar (in which all the previously explained
context is also narrated, and it ends when
the readers/players are aware of the mur-
der but have not seen the scene yet).
2. You have been in the dining room the whole
time... (this section provides an alibi to the
reader/player by which we know he or she
was not the killer. Also, there is information
about who left the diner and at what mo-
ment).
3. The suspects (each of the suspects is illus-
trated and accompanied by a paragraph
that shows the literary context. The work in
which it appears is discussed, and a min-
imum of information about the historical
and geographical context and the author is
given).
4. The alibis (although they are voiced and re-
corded, the booklet also contains the script
The goal
Find out who killed Caesar and
restore the stability and order that
has been manipulated by the crim-
inal or criminals.
Use of reason
and logic to
solve myster-
ies.
Through dierent clues, the stu-
dents must make a nal deduction.
Location of the
action
Although lots of characters come
from cities, the action takes place
in the castle of Camelot, a remote
location in the countryside. The
United Kingdom is the location
chosen for the action and where
most of the literary works chosen
come from.
There is no ex-
plicit violence.
The murder takes place in the li-
brary, while all the diners including
the protagonist (the students) are
in the dining room. Whoever nds
the corpse is one of the main char-
acters, so the players learn about
the crime when it has already
happened.
The plot is
structured like
a puzzle to be
solved
There are dierent types of
clues:
Written: the real context of each
literary work and each character.
Auditory: as detectives, students
are supposed to interrogate the
suspects and therefore must
listen to each one’s alibis.
Visuals: The illustrations also
contain useful information to
corroborate or disprove the
alibis.
There is printed material and
material that is projected.
Crime weapon
The crime weapon is not missing
nor hidden but happens unno-
ticed. It won’t be known until the
end.
Chronology
The detectives (players) gather
all the characters together in the
library to hear the case resolution,
after having interviewed them to
nd out their alibi one by one.
The crime
Crime scene evidence always
points to the most obvious sus-
pects, and it may seem like the
crime or some of the alibis are im-
plausible, but in reality, it ends up
having a logical explanation.
The language
and speech of
the characters
The language used throughout
the games is Catalan. The alibis
scripts are performed by dubbing
actors who emulate the characters’
dialects, slang, tones, rhythms, and
sociolinguistic features (sometimes
even stereotypical).
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Interactive and transmedia narratives in crime ction for teaching literature
of the interviews that the reader/player
pretends to have with the suspects).
5. The deduction (it is the moment when all the
characters meet to give them the proper
explanations of who killed Julius Caesar and
why).
In addition to the booklet, the students also
have images that accompany each part of the
text:
The dinner (showing the distribution of diners
at the Round Table and an empty chair rep-
resenting where the reader/player is sitting).
The scene of the crime (in the centre there is
the corpse of Julius Caesar and all the charac-
ters surrounding the victim can be seen with
fear and worry on their faces).
The interrogations (there are ten images in
which each of the characters is seen sitting in
an armchair. The player/reader is supposed
to be sitting right in front of them, asking the
questions they are answering).
Plan of the castle (it shows the layout of all
the castle rooms that are mentioned at some
point in the story).
The game has been developed in Catalan and
has been tested in some secondary schools in
Catalonia. However, no study has yet been pi-
loted or data collected; therefore, this is not the
focus of this study.
So far, the game has been tested with two dif-
ferent dynamics: autonomous and guided. In
the autonomous system, the students have all
the material from the beginning, and they read
the texts from the booklet themselves, with the
teacher helping them. They stop at the alibis
part, where of reading them to each other or
individually, they have an electronic device in
which they have to listen to them. This same
device is what they use to look for extra infor-
mation about the characters and the works if
they consider it necessary. The characters of-
ten mention some aspects that refer to the
original literary works from which they come,
and students might not be aware of some con-
cepts brought into the alibis, so an internet
connection is useful for them to look for extra
information, as well as the teacher in class.
On the other hand, the guided form is the one
that makes all the students go at the same
pace. It is the teacher who acts as the narra-
tor and therefore reads the texts aloud. Often,
he or she can also put a question to the stu-
dents, who are normally taking notes, about the
works, authors, and vocabulary, among others.
In this way, the teacher can have information
about what previous knowledge students have
and it will facilitate subsequent guidance. The
alibis are projected for the whole classroom
and heard together.
In either way, students always have all the
aforementioned material available so that they
can elaborate the hypothesis and keep track of
the movement each character is sating in their
alibis. Students normally cooperate and explain
their assumptions and deductions to each oth-
er, and a debate in class is created. Before end-
ing the session, the deduction is read so every-
one can hear who guessed it correctly and who
did not.
When introducing a crime ction game, fol-
lowing the soft-boiled and whodunit patterns,
students have fun and engage in a coopera-
tive game that uses transmedia narratives (or
multiplatform formats) and interactive litera-
ture. In fact, beneath this game, there are two
general learning objectives. On the one hand,
to be able to explain and present the arche-
typical structure of the soft-boiled and take it
as an excuse to talk about the genre and in-
troduce it to classrooms. Also, from a more
5151
Irene Solanich Sanglas
gamied structures to be able to present lit-
erary content in more exciting and up-to-date
ways to introduce concepts or works to be
worked on in schools within educational curric-
ula. According to Mills et al. (2022):
DIL [Digital Interactive Literature] is es-
sential in school curricula that are ori-
ented to the global trajectory of digital
futures in multimedia communication
and creative expression of contempo-
rary and traditional stories. The itera-
tive re-telling of some of the most en-
during, entertaining and culturally and
personally signicant works of classic
literature for adults and for children in
concert with ever-changing new tech-
nologies would be reason enough for
the embracing of DIL in future-orient-
ed curricula. Such retellings, leveraging
the aordances of new technologies,
oer innovative, engaging and often
challenging re-interpretations of the
original and subsequent versions of
these narratives, as well as emerging
innovative digital narrative forms, all
contributing to the ongoing vibrancy of
literary experience (p. 215).
All in all, future and further research seeks to
collect data from the application of this activi-
ty in dierent schools and centres and wants
to put the focus on the learning process more
than the design of the learning tool used, as
this has been done in this study.
vindictive side, it allows popular genres to also
have a place in education. On the other hand,
the activity seeks to be able to present literary
content from dierent works and genres that
the students probably know from other prod-
ucts of mass culture or popular culture (lms
or series, especially). Now, however, within the
literary dimension, which really was the origin
of the story in question.
6. CONCLUSIONS
The narrative structures of detective novels
allow for the gamication of plots. The fact
that the premise of detective novels is already
a puzzle that aims to challenge the reader to
discover, together with the detective, who has
been the culprit, makes it easily transferable
to new formats. In this sense, it is easy to nd
dierent crime genre products adapted to new
structures and new narratives. Escape rooms
or escape books have not been mentioned
in this study, but they are also narratives that
take advantage of the structures of crime c-
tion to create a real adventure or a role-playing
game. So, given that the current digital world
allows access to new models of narratives, it is
not surprising that ICT can be used to preset
new adaptations based on previous formats,
or new stories that take advantage of spaces
or archetypes of any genre, but especially the
soft-boiled.
As it has been proved, proposing an activity or
project using the structures of this sort of sto-
ries also allows to talk about other works and
genres, not necessarily belonging to crime c-
tion. So, we can say that interactive literature
and transmedia narrative allow us to emulate
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Interactive and transmedia narratives in crime ction for teaching literature
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