A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Production of new gamebooks in the West decreased dramatically during the 1990s as choice based stories have moved away from print based media, although the format may be getting a new les jeux de Cortazar PDF of life on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction.
Gamebooks can be grouped into three families. The first is the branching-plot novel, which require the reader to make choices but are otherwise like a regular novel. Gamemaster but may require the purchase of separate manuals. In all gamebooks, the story is presented as a series of sections of printed text. Branching-plot novel sections often run to several pages in length, whereas solitaire and adventure gamebook sections are usually no longer than a paragraph or two. At the end of a text section, the reader is usually given a choice of narrative branches that they may follow. Many titles are usually published in series containing several books, although individual gamebooks have also been published.
While the books in many series are stand-alone narratives, others continue the narrative from the previous books in the series. This section possibly contains synthesis of material which does not verifiably mention or relate to the main topic. Several influences contributed to the development of the gamebook format during the twentieth century. An early example of the form is Consider the Consequences! Doris Webster and Mary Alden Hopkins, published in the United States in 1930. Programmed learning materials, first proposed by B.