“The ‘Choose-your-own-Adventure’ genre originated as a series of books for children in the 1980s and 1990s (Hendrix, 2011). This style allowed readers to be protagonists and to choose between options at various points throughout the novel. According to Hendrix, the ‘Choose-your-own-Adventure’ genre was loved by its target audience – seven to 14 year olds – and remains a nostalgic memory of childhood for many. In no way did our choice of ‘Choose-Your-Own-Adventure’ style terminology intend to trivialize or minimize the importance and seriousness of bullying; rather, we hoped it would capture the interest of diverse audiences because of its promise of interactivity, hold the possibility of nostalgia for some, and, as described by Hadi (2019), provide the general appeal of the video format. We have since learned that this style of interactive video vignette is also known as ‘branching’ (Mindstamp, 2022); a term that can be used interchangeably with ‘interactive’ or ‘Choose-Your-Own-Adventure’ “.
Excerpt from unpublished manuscript (O’Flynn-Magee, Scholte, et al.)