Shared and direct experiential iconicity in digital reading games

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This paper deals with interactivity&#8217;s effects on certain instances of experiential iconicity in Gregory Weir&#8217;s digital reading game <i>Silent Conversation</i>. Two new terms are proposed in this paper: &#8216;shared experiential iconicity&#8217; and &#8216;direct experiential iconicity&#8217;. The former term attempts to account for instances in which a reader&#8217;s interaction with signs in digital text enables a simulation of a text&#8217;s character&#8217;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&#8217;s psychological state during reading through a number of (bodily) measurements. This would lead to a continuous feedback loop being established between readers&#8217; psychological states and signs, which could prove beneficial for readers with reading disorders.


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