"The Catcher in the Rye" Meets "Life is Strange"

This article explores how J.D. Salinger’s literary classic The Catcher in the Rye, published in 1951, can be effectively integrated into the English language classroom by pairing it with the narrative adventure game Life is Strange, released in 2015 by Dontnod. The two works are combined to discuss narrative and perspective in storytelling to spark meaningful discussions about sensitive topics such as struggles as a young adult, mental health, grief, bullying, gender, and sexual identity. The article is based on the premise that the classic heavily influenced the game and that the game could be considered as a modern adaptation of it. Still, the game also challenges the novel by including female protagonists and addressing issues such as bullying and sexual identity in a more contemporary and inclusive manner. The article further presents a practical teaching approach and argues that combining both media allows students to engage with authentic literature, build empathy, and reflect on social changes over time. Furthermore, the contribution points out the potential of this approach for learners to deconstruct canon literature by exploring and juxtaposing its themes, the effects of different media of narration, and perspectives in the evolving world of digital and traditional literature, as well as in society as a whole.

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Publication Details

Published
2025-02-05
DOI
https://doi.org/10.11576/pflb-7881
Primary Topic
Themes in Literature Analysis
Type
article
Field-Weighted Citation Impact
0.00
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article

"The Catcher in the Rye" Meets "Life is Strange"

Themes in Literature Analysis
article

"The Catcher in the Rye" Meets "Life is Strange"

article en

Abstract

This article explores how J.D. Salinger’s literary classic The Catcher in the Rye, published in 1951, can be effectively integrated into the English language classroom by pairing it with the narrative adventure game Life is Strange, released in 2015 by Dontnod. The two works are combined to discuss narrative and perspective in storytelling to spark meaningful discussions about sensitive topics such as struggles as a young adult, mental health, grief, bullying, gender, and sexual identity. The article is based on the premise that the classic heavily influenced the game and that the game could be considered as a modern adaptation of it. Still, the game also challenges the novel by including female protagonists and addressing issues such as bullying and sexual identity in a more contemporary and inclusive manner. The article further presents a practical teaching approach and argues that combining both media allows students to engage with authentic literature, build empathy, and reflect on social changes over time. Furthermore, the contribution points out the potential of this approach for learners to deconstruct canon literature by exploring and juxtaposing its themes, the effects of different media of narration, and perspectives in the evolving world of digital and traditional literature, as well as in society as a whole.

Bielefeld University (DE)
Gender equality
Openalex Percentile: Top 56%
Themes in Literature Analysis
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