1st Edition

Engagements with Literary Gaming

By Tison Pugh, Lynn Ramey Copyright 2026
172 Pages 12 B/W Illustrations
by Routledge

172 Pages 12 B/W Illustrations
by Routledge

172 Pages 12 B/W Illustrations
by Routledge

How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape. Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept,... Read more

Introduction: Stories That Play Games and Games That Tell Stories

1. The Rules of Literary Gaming

2. Narratology versus Ludology, or Ludonarratology

3. Adapting Literature, Adapting Games: Super Mario Bros. and the Multimedia World of Literary Games

4. Playing with Identity: Reading J.K. Rowling’s Harry Potter Series and Hogwarts Legacy

5. Children’s Literature, Children’s Games, and the Enduring Legacy of L. Frank Baum’s The Wizard of Oz

6. Immersion and Virtual Worlds in Literature and Games: From Hell to Hyrule 

7. Conclusion: Choose Your Own Adventures

References

Index

Biography

Tison Pugh is Pegasus Professor of English at the University of Central Florida, USA. His publications include Chaucer’s Losers, Nintendo’s Children, and Other Forays in Queer Ludonarratology (2019) and Literary Studies: A Practical Guide (with Margaret E. Johnson, 2013).

Lynn Ramey is Professor of French and of Cinema and Media Arts at Vanderbilt University, USA.  She is the co-editor of Teaching Games and Game Studies in the Literature Classroom (with Tison Pugh, 2022), which was awarded Honorable Mention for the 2023 Teaching Literature Book Award.