出版社:Núcleo de Pesquisa em Informática, Literatura e Linguística (NuPILL)
摘要:It is easily verifiable lack of interest in literature sketched by young high school students. Are also constant complaints from teachers in relation to the cultural liking of the students as well as their distance from the literary universe. Contrary to this fact, teenage interest in the virtual world of games grows considerably, as well as products that originate from their famous franchises such as best-sellers. The following article aims to reflect on the applicability of the games and Best-Sellers as the young insertion tool in the literature. Will be briefly discussed the concept and history of the emergence of Literature Mass, as well as differences between literature belonging to the canon and the best-seller. We’ll tackle the issues of educating readers by means of the narrative of Digital Games. And then will be proposed reflection on the applicability of the readings and mass of digital games in the classroom, to increase the adhesion of young people to read.