Have you ever dreamed of adventure, of charting your own course, of unearthing artifacts?
If you grew up in the 80s, you might remember Choose Your Own Adventure books. The series was wildly successful: dozens of books were published from 1979 into the 90s, selling millions of copies and ultimately becoming a seminal relic for the Millennial Generation. Now, not quite gone and certainly not forgotten, the ideas behind Choose Your Own Adventure have played an important role in shaping an identity for this year’s major exhibition, Dig Deeper: Discovering an Ancient Glass Workshop.


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Published by Bantam Books and intended for kids, Choose Your Own Adventure was a “novel” idea (pun intended)—readers take on the role of a protagonist appropriate to the story and, every few pages, choose where the story goes next by turning to a specific page. In the first book in the series, you explore a cave with branching, time travel tunnels that can lead you back to the time of dinosaurs, far forward to a time of spaceships, and everywhere in between.
The series created a new genre of printed fiction, now typically called ‘gamebooks’, and helped usher in new forms of digital interactive fiction.
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