This question concerns "Choose Your Own Adventure" books. These are books that start out as a normal story, but then ask the reader to make a choice. (The book will say something to the effect of "turn to page 8 if yes, page 9 if no"). In this fashion, the story expands like a tree.
It seems to me that there are two different ways to think about choose your own adventure books.
The first is to treat choose your own adventure books as a collection of multiple versions of the same story. Let's take a hypothetical story with one choice: do you (the reader) enter the magical portal that takes you to Narnia? At this choice, two versions of the story are created: one where the reader enters Narnia and one where the reader doesn't. If a story has a lot of choices, then a lot of different versions of the story are created. While the different versions of the story can be compared, the act of the reader choosing isn't considered in the analysis of the stories' meaning. In this sense, choose your own adventure games are essentially the same as traditional literature.
The second way of looking at "Choose Your Own Adventure" books is by analyzing them as games. This means looking at questions like "how to readers make choices", or "how does the act of making a choice affect the meaning of the story."
My question is: how do scholars and theorists of literature think about "choose your own adventure" books? Where do they fall on the literature game spectrum that I just outlined? If there is a debate among scholars, I would accept an answer that outlines the different perspectives in this debate.