Thanks for the feedback guys! I'll be using both in my paper, just as a survey kind of thing.
And the definition of literacy I'm going off of is the 21st century definition which includes a visual aspect (Harvard Pedagogy Database). Basically, nowadays literacy encompasses linguistics, as well as visual, audio, gestural, and spatial modes. Because of media, basically students should be able to recognize symbols as well as words. I'm not really trying to say that visual novels can improve reading literacy, but that they can "drive"--I suppose--reading in an environment outside of school.
My topic is really just drawing conclusions from several sources to come up with a way to portray VN's and text-based video games as a "beneficial" learning tool.
Thanks again so much! It's great to have feedback so quickly!! I''m also comparing them to an advanced version of "Choose Your Own Adventure Books" if any of you remember or know what those are, haha.
My thesis states that VN's, text-based video games, and interactive novels (not necessarily all of the romantic ones), can engage a reluctant reader because of it's unique format. Those not willing or wanting to read, won't even realize they are when "playing".