Keywords: teaching of literature, fiction, gamification, multimodality, didactic design This presentation departs from a study concerning the demands and values of leisure time fiction use among youths and ends in a discussion of a theoretical framework for including game play (e.g. Juul 2005) in the teaching of literature. The data consists of texts, and observations of the use of them, from so-called multimodal text universes (novels, comics, games, art etc.) (e.g. Lundström & Olin-Scheller 2010). In the presentation I intend to answer some of the questions included in the research project; How do youths use multimodal text universes and what are the competencies needed to participate in the communities of practice that they form (Wenger 1998, Olin-Scheller & Wikström 2010)? What implications does leisure time use of fictions have for institutionalized mother tongue education? The presentation thus adds important perspectives to the research field of media ecology as well as the educational field. The theoretical and methodological approach is partly narratological, particularly as narratology has developed in relation to the study of new media forms (e.g. Murray 1997; Aarseth 1997; Ryan 2006), where, for example, interactivity is significant for understanding the plot in games and knowledge how to remediate and transform textual structures in multimodal text universe emerges (e.g. Lundström 2013). This text analytical approach is complemented by a model of didactic design as developed by Selander and Kress (2010). According to their model, a learning sequence comprises two transformation cycles, where students transform knowledge into a representation that can be discussed, assessed and graded. The presentation thus shows the similarities between old and new texts and readings of them, but also focuses new aspects of literacy required for using fictional texts in new media. This requires a broadening of the traditional literacy field, where both sociological (e.g. Goffman 1974) and socio-rhetorical (e.g. Burke 1967 and Brummett 1991) perspectives contributes with valuable aspects. An overall ambition with the project, and the presentation, is to try to take a step forward from the dichotomy that still seems to exist between school and leisure time texts and readings. Aarseth, E (1997). Cybertext. Perspectives on ergodic literature. Baltimore, Md: Johns Hopkins University Press Brummett, B (1991). Rhetorical dimensions of popular culture. Tuscaloosa: University of Alabama Press Burke, K (1967). The philosophy of literary form. Studies in symbolic action. Baton Rouge Goffman, E (1974). Frame analysis. An essay on the organization of experience. New York: Harper & Row Juul, J (2005). Half-real. Video games between real rules and fictional worlds. Cambridge, Mass: MIT Press Lundström, S (2013). ”Turist i fantasin. Om virtuella resor i rollspelsuniversum”. Resor i tid och rum. Festskrift till Margareta Petersson. Göteborg: Makadam förlag Lundström, S & Olin-Scheller, C (2010). ”Narrativ kompetens: En förutsättning i multimodala textuniversum?”. Tidskrift för litteraturvetenskap, nr 3-4/2010. Murray, J (1997). Hamlet on the holodeck . The future of narrative in cyberspace. New York: Free Press Olin-Scheller, C & Wikström, P (2010). Författande fans. Om fanfiction och elevers literacyutveckling. Lund: Studentlitteratur Ryan, M-L (2005). Avatars of story. Minneapolis, Minn: University of Minnesota Press Selander, S and Kress, G (2010). Design för lärande - ett multimodalt perspektiv. Stockholm: Norstedt Wenger, E (1998). Communities of practice. Learning, meaning, and identity. Cambridge: Cambridge University Press