children apps

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Description (in English)

The philosophical animal stories by famous Dutch author Toon Tellegen are brought to life in the app ‘A Distant Journey’. Now even the youngest can enjoy the story of the elephant, the squirrel and a mysterious tree. This interactive story is perfect for parents and teachers who want to spend some quality time with their children or want to hand them something interesting and thoughtful to do on their own.

With hand drawn illustrations by artist Gwen Stok, a compelling and heartfelt soundtrack by Half Way Station, lively animations and various interactions, this heartwarming story will keep children coming back again and again. Reading the story themselves or listen as the story is being told.

Description (in original language)

Voor alle fans van het werk van de veelgeprezen Nederlandse auteur Toon Tellegen, liefhebbers van geïllustreerde verhalen en prentenboeken en ouders of leerkrachten die een bijzonder interactief boek zoeken voor hun kind: met 'Een Verre Reis' duik je in een fabelachtige geanimeerde wereld.

Met handgetekende beelden van Gwen Stok, diverse interacties en animaties, een meeslepende soundtrack en een ontroerend verhaal is dit een app om bij weg te dromen. Om zelf te lezen of als voorleesboek. Inclusief audio van de auteur zelf: Toon Tellegen leest voor!

Description in original language
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Description (in English)

Sensitive to the idea of ​​reconnecting children to their environment using a paper book, the designers wanted to make the experience more stimulating through technology. "I first wanted to encourage my daughter to enjoy slow, contemplative reading, because I observed that this kind of reading made her able to invent stories with a richer imagination," says Jonathan Belisle, author of Wuxia the Fox and partner at SAGA. This children's story, uniting the paper book with an iPad application, features speech recognition technology that is animated by reading aloud and triggers musical patterns, sound effects and interactive scenes.

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Designers at Mobile Art Lab, a research center that focuses on mobile-phone content (part of Dentsu, a large Japanese advertising agency), launched the PhoneBook project with the aim of finding new ways to connect parents and children using the iPhone. This hybrid of digital and analog technology— a mobile application specifically designed to interact with a story read in a physical book (the version shown here is Work, Work!)—has potential for all sorts of interactions in the future, from educational tools to commercial products.

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PhoneBook
Description (in English)

This cute interactive story offers a reimagining of “Little Red Riding Hood.” Designed to appeal to literate and preliterate audiences (as young as two years old), the game offers twelve exploratory animated scene peppered with hidden mini games. The work uses touch and tilt to allow the interactor to discover the story while engaging the affordances of mobile devices. Interactors are free to explore the tale at their own pace, as the wolf stalks over to granny’s house. However, created for even the youngest of audiences, the wolf merely shoves granny into a closet, rather than eating her. Rendered in white, black, and grey (with a hint of red), this app’s aesthetic draws upon the style of Japanese anime and contemporary animation. Backed by an immersive soundtrack, the piece offers a delightfully modern retelling of this classic tale.

(Source: Description from ELO 2017: Book of Abstracts and Catalogs)

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Adaptation of The great word factory by Agnès de Lestrade and Valeria Docampo

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Paul and Marie live in a land where people can hardly speak, as words have to be bought and are often expensive. Nevertheless, the protagonists try to collect words to communicate and express their mutual sympathy.

The app contains: multimodal elements, animations, interactions and mini-games.

By Eleonora Acerra, 21 February, 2017
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By analyzing a selection of classical and contemporary adaptations of children apps, the article questions the hypothesis of a poetics of hypermedia works, based on their main features: their composite textual materials, their reconstruction of the page, animations and interactivity.

Abstract (in original language)

Par l’analyse d’un corpus d’adaptations de textes classiques et contemporains, l’article interroge l’hypothèse d’une poétique des œuvres hypermédiatiques, fondée sur les caractéristiques qui les constituent : leurs matières textuelles composites (et non exclusivement verbales), l’organisation des espaces de l’écran, la gestion de la page, les animations et l’interactivité.

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By Hannah Ackermans, 8 December, 2016
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The market for children apps is growing at a fast pace and already represents a considerable share of the global supply, both in term of downloads and distribution (See figures and reports on appfigures.com). Despite the relative paucity of literature on games and edutainment, the variety of contents available is wide and includes adaptations of classic and contemporary texts, as well as original contents specifically conceived for digital environments. Our contribution aims to consider a sample of this rich production, especially focusing on a corpus of adaptations of classic and contemporary children picturebooks, selected for their large panel of literary-significant multimodal [KRESS 2010 ; LEBRUN – LACELLE – BOUTIN 2012] and hypermedia elements [BOLTER – GRUSIN 2000]. “

(Source: Abstract ICDMT 2016)

By Jill Walker Rettberg, 20 June, 2014
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E-books for kids are one of the few areas in which commercial publishers are creating innovative literary works for tablets and smartphones, but most of the apps available do not explore the rich traditions of electronic literature, instead opting for a more linear “enhanced book” approach that strongly borrows from the tradition of picture books and in particular pop-up books. Scholarship on and criticism of children's’ book apps tends to be in the fields of literacy studies andchildren's literature rather than in the field of electronic literature, and this paper aims to bring the two domains together, looking at picture book apps aimed at young children.

Early childrens’ electronic fiction, such as Amanda Goodenough’s Amanda Stories which was published on CDROM by Voyager in 1991, was well known in hypertext literature circles, and the novelty of being able to click on pictures and have the computer respond is still be a dominant trope of current book apps. Many apps use the added possibilities of modern tablets - Atomic Antelope’s 2010 iPad adaptation of Alice in Wonderland famously allows readers to tilt the tablet to make Alice grow and shrink - but the simple click-response structure generally remains firmly linear. Mo Willems' Don’t Let the Pigeon Run This App (Disney 2011) is a rare example of combinatory fiction for children. The app builds on Willems’ children’s book series that is scripted around a set formula: the pigeon wants to do something and must not be allowed to do it. In the app, the child reader either supplies words that are woven into the story or shakes the phone or tablet to create a random story. I will discuss a variety of examples ofchildren's book apps, particularly emphasising those that go beyond the linear pop-up book style of interactivity.

If narratives are important in shaping our understanding of the world, it is very interesting to see to what extent children are being exposed (and thus taught the structure of) non-linear or combinatory narratives. Clearly children are learning to use game structures to interpret and re-tell their experiences, but can the more experimental forms of narrative we know from adult electronic literature work inchildren's literature? What might these works look like?

(Source: Author's Description)

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By Jill Walker Rettberg, 29 April, 2014
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Abstract (in English)

In a relatively short time, apps have become highly popular as a platform for children’s fiction. The majority of media attention to these apps has focused on their technical features. There has been less focus on their aesthetic aspects, such as how interactive elements, visual-verbal arrangements and narration are interrelated. This article investigates how a reading of a «picturebook app» may differ from readings of the narratives found in printed books and movies. The discussion will be anchored in an analysis of the iPad app The Fantastic Flying Books of Mr. Morris Lessmore. This app, which is an adaptation of an animated short film, relates the story of a book lover who becomes the proprietor of a magical library.