Abstract:
Interactive fiction is a game format or computer-based form of literature, which has existed for more than 30 years (Pereira, n.d.). In interactive fiction the reader directly interacts with the storyline by choosing actions and events that may lead to an alternative ending. The reader interacts with the story by typing directions in the program interface. The purpose of this study was to explore interactive fiction and the EFL learners (their behavior, attitudes, etc.) while reading it in order to understand what challenges they can have in the process of reading. To answer this research question a case study was designed with seven EFL learners of different proficiency level, age, and gender. Two interactive stories were chosen according to the genre, difficulty, interactivity, listening feature, and background color. For data collection three instruments –video-recordings, think-aloud protocols, and in-depth interviews were used. Findings indicate that EFL learners have two main categories of challenges: those related to story structure and those related to software. Based on the results, specific recommendations are offered to improve the interactive fiction software for EFL and ESL readers.