Unsworth’s (2006, p.2-3) and Allan’s (2017, p.22-23) three main categories of digital texts provided me with a structural framework for this assessment. As such, each review will focus on one format of digital literature:
- A recontextualised or digitised literary text
- An enhanced app or electronically augmented text
- A ‘born digital’ text.
Over The Top by the Canadian War Museum is a fine example of the third category. This digitally originating narrative updates the choose-your-own-adventure format, allowing readers to electronically explore life in World War I trenches. Multimodal moving visuals and sound effects support readers’ understanding of the 1916 Battle of the Somme, as do interactive choices leading to a variety of possible outcomes and emphasising the difficult decisions faced by soldiers. Based on eyewitness historical accounts, Over The Top successfully utilises digital features to teach students about conditions in WWI while simultaneously developing their empathy and literacy skills.
‘Born digital’ texts are created for and on digital devices and mix different systems and media to make meaning for their audience (Di Rosario, n.d., 1:10-1:59; Hayles, 2007, para.10; Kitson, 2017, p.59): “if it could possibly be printed out, it isn’t e-lit” (Strickland, n.d., para.3). Over The Top is a browser-based interactive narrative which cannot be printed, thus fitting the definition of a ‘born digital’ text. Unsworth further subdivides digitally originating texts (2006, p.3-4), and Over The Top’s features potentially fall into his hypermedia narrative sub-category due to its combination of hyperlinks, text, and images. However, its prominent interactivity raises questions about the distinction between digital literature and games (Strickland, n.d., para.4, 8; Sargeant, 2015, p.461-463; Kitson, 2017, p.59, 66). Hayles notes that in games users interpret in order to configure while digital narratives allow the user to configure in order to interpret (2007, para.16); as such, Over The Top is not a game. As with the other three texts examined for this task (Lysaught, 2022), attempts to categorise Over The Top reveal that defining digital literature is no easy task.
Lambert (2012, p.37-38) notes that a key component of the Center for Digital Storyteling’s definition of digital stories is reader participation and ownership of a text. Over The Top successfully utilises what I consider the three core elements of digital literature – mutlimodality, interactivity, and connectivity (Lysaught, 2022) – to ensure active participation in the text’s construction. It begins with the option to enter the reader’s name alongside a friend’s name; this personalisation creates immediate connection between reader and text, allowing for stronger vicarious engagement with the narrative’s content.
![](https://thinkspace.csu.edu.au/allyoureadislove/files/2022/08/over-the-top-enter-name-300x245.png)
Over The Top invites personalisation and immersive interactivity
This vicarious engagement is furthered by the use of second person ‘you’, a common feature of traditional choose-your-own-adventure narratives (Morse, 2019, para.9-16). An optional narrator’s voice-over reads the written text to the audience, supporting a wide range of literacy ability levels. Moving images are supplemented by sound effects such as the wind and explosions to further enhance engagement and understanding. Hyperlinks encourage readers to define unfamiliar words such as ‘dugout’ or ‘duck-board’, developing their understanding of historical metalanguage. Walsh (2013, p.187) notes that non-linear story progression is a feature made possible in digital environments; navigation between pages in Over The Top is easy, as readers can click arrows to advance the story or move backwards, while multiple possible endings expand on traditional linear narrative structures. If the reader’s ‘character’ dies, they are invited to replay and explore the outcomes of different choices, promoting multiple read-throughs and supporting what Bell calls interactional media-specific metalepsis wherein multiple reading paths encourage multiple analytical perspectives by the reader, leading to their immersion in narrative content and new interpretations in new contexts (2016, p.295-6). This non-linear reading behaviour taps into trends regarding engagement with texts in digital environments, as both Cull (2011, para.58) and Liu (2005, p.707) note that non-linear reading has increased and is affecting the way readers understand and interact with digital texts.
![](https://thinkspace.csu.edu.au/allyoureadislove/files/2022/08/over-the-top-gas-mask-description-300x250.png)
Readers are presented with multimodal image, sound, and text to support their understanding.
![](https://thinkspace.csu.edu.au/allyoureadislove/files/2022/08/over-the-top-gas-mask-choice-300x148.png)
Readers must choose to progress the story, inviting interactional media-specific metalepsis which promotes immersion.
![](https://thinkspace.csu.edu.au/allyoureadislove/files/2022/08/over-the-top-gas-mask-choice-1-300x215.png)
The outcome of choice 1: the reader lives and continues to progress with the story.
![](https://thinkspace.csu.edu.au/allyoureadislove/files/2022/08/over-the-top-gas-mask-choice-2-2-300x220.png)
Strong textual features supported by visuals and sound elements enhance immersion.
![](https://thinkspace.csu.edu.au/allyoureadislove/files/2022/08/over-the-top-gas-mask-death-300x273.png)
Readers are invited to replay.
Logistically, this is an easy to access, free resource that is suitable for a variety of literacy abilities. It is supported by teacher notes and, despite its focus on the Canadian experience, has strong links to the current NSW History Stage 5 topic Australians at War (WWI), while its excellent literary qualities support use in English classrooms. Teachers would need to have access to a bank of laptop or desktop devices to utilise this resource in the classroom and would find it a useful digital narrative to use in conjunction with other historical sources.
732 words.
Reference List:
Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(2), 21-27.
Bell, A. (2016). Interactional metalepsis and unnatural narratology. Narrative, 24(3), 294-310.
Canadian War Museum (n.d.). Over the top. https://www.warmuseum.ca/overthetop/
Cull, B. W. (2011). Reading revolutions: online digital text and implications for reading in academe. First Monday, 16(6). http://firstmonday.org/ojs/index.php/fm/article/view/3340/2985
Di Rosario, G. (n.d.). Are pixels the future of literature? https://www.youtube.com/watch?v=7CAaoWcknvM
Hayles, K. (2007). Electronic literature: what is it? https://www.eliterature.org/pad/elp.html
Kitson, L. (2017). Exploring opportunities for literary literacy with e-literature: To infinity and beyond. Australian Literacy Educators’ Association. Literacy Learning, 23(2), 58-68.
Lambert, J. (2012). Digital storytelling: capturing lives, creating community. Routledge.
Liu, Z. (2005). Reading behavior in the digital environment: Changes in reading behavior over the past ten years. Journal of Documentation, 61(6), 700-712.
Lysaught, D. (2022). ???. All you read is love.
Morse, L. (2019, November 30). How to write a choose-your-own-adventure story: all protagonist POV, all the time. Medium.
https://medium.com/swlh/how-to-write-a-choose-your-own-adventure-story-9d353fa84ce4
Sargeant, B. (2015). What is an ebook? What is a book app? And why should we care? An analysis of contemporary digital picture books. Children’s Literature in Education, 46(4), 454-466.
Strickland, S. (n.d.). Born digital. Poetry Foundation. https://www.poetryfoundation.org/articles/69224/born-digital
Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Routledge.
Walsh, M. (2013). Literature in a digital environment (Ch. 13). In L. McDonald (Ed.), A literature companion for teachers. Marrickville, NSW: Primary English Teaching Association Australia (PETAA).