Shared and direct experiential iconicity in digital reading games
This paper deals with interactivity’s effects on certain instances of experiential iconicity in Gregory Weir’s digital reading game <i>Silent Conversation</i>. Two new terms are proposed in this paper: ‘shared experiential iconicity’ and ‘direct experiential iconicity’. The former term attempts to account for instances in which a reader’s interaction with signs in digital text enables a simulation of a text’s character’s interpreted emotive response to a given situation in the text. The latter term is one that describes a hypothetical situation in which signs are linked iconically to a reader’s psychological state during reading through a number of (bodily) measurements. This would lead to a continuous feedback loop being established between readers’ psychological states and signs, which could prove beneficial for readers with reading disorders.