Presented to the Writers' Guild of Sweden, Stockholm, Sweden, November 16, 2011
Abstract: E-books sales have grown explosively, have garnered significant press attention, and are finally beginning to impact publisher revenue streams. Still uncertain, however, is whether increasing digital revenues will make up for declining print sales. Most of today’s e-books remain a digital version of a print product, yet some examples provide a glimpse into the future of books and publishing, as they employ interactivity, multimedia, social aspects, and the use of gaming techniques in order to engage readers. These innovative texts and new business models provide lessons for authors and publishers as they embrace electronic publications.
8. E-books still represent a small
share of overall revenue
$0
$5
$10
$15
$20
$25
$30
2008 2009 2010
Billions
Print/Analog Formats Digital Formats
U.S. Publishing Revenue by Overall Format
9. But represent the primary area
of growth overall
U.S. Publishing Revenue Growth: 2008–2010
-5% 15% 35% 55% 75% 95%
Digital Formats Print/Analog Formats
13. I Want You! includes 1,700
primary source documents
— Presidential memos,
reports, video — linked
directly from the e-book‘s
footnotes
Enhanced e-books with ―extras‖ offer additional material
18. Gaming techniques engage users
• ―Gamification‖ is the use of gaming techniques to engage
users—and make activities more fun
• Appropriate pacing, progress bars, and reward schedules
are dynamics adapted from behavioral psychology
• Design for ―onboarding‖ beginners, habit-building that leads
to mastery
• Engage users with PERMA
– Positive emotions
– Engagement
– Relationships
– Meaning
– Accomplishment
19. Successful games have four
elements in common
• The goal is the specific outcome players hope to achieve
and gives participants a sense of purpose
• Rules place constraints on the achievement of participants
and drive the development of strategic thinking
• The Feedback system tells players how close they are to
achieving the goal, provides a promise the goal is
achievable, and offers motivation to continue
• Participants agree on the goal, rules, and feedback system
through voluntary participation, providing common
ground, and making a pleasurable experience
Winning is not a defining characteristic
22. Inkling is rebuilding the textbook for the tablet
generation
• Collaborates with major
publishers such as McGraw Hill
and Pearson
• Uses audio, video, and
interactive features such as
quizzes to create interactive
content
• Includes note-sharing tools and
other social elements
• Plans to have 100 popular titles
ready by Fall— available for
sale at $2.99 per chapter
23. Interaction and multimedia elements punch up
the learning quotient
For example, in Cengage Learning‘s New Perspectives on
Computer Concepts (Parsons/Oha):
• Photos ―come to life‖ as in-place videos; diagrams can be set in
motion
• Student scores on computer-scored quizzes, labs and practice
tests provided to instructors
• Instructors can annotate pages of the textbook to add text, audio
notes, Web links, or videos
• Students respond to issue questions and polling with responses
displayed in-class or online
• Students can send questions to their instructor from any page in
the textbook
25. Flat World Knowledge pursues a ―freemium‖
business model
• Start-up company backed by venture capital, offers expert-
authored and peer-reviewed textbooks, openly
licensed, available free online and affordably offline
• Model is to provide content for textbook adoption that is as
good as or better than current textbook, offer content for
free, encourage purchase of add-on and convenience
products
• Students can buy a PDF download of book or chapter, ~$30
black and white printed version, ~$60 color print version
• Creative Commons (open source) license and tools to
modify and remix encourage new derivatives and
adaptation
26. • Approximately 65 percent of students make some kind of
purchase, most ~$30
• They purchase downloaded copies, print-on-demand books,
digital study guides, practice quizzes, audio guides
27. Thus far, Flat World‘s model
seems to be working
• 1600 professors at over 900 colleges in 44 countries have
adopted Flat World textbooks
• Every chapter, every book, includes digital study guides
such as flashcards, practice quizzes, audio guides
• Professors can create custom books, edit at sentence
level, deliver unique books and print-on-demand versions to
students
• Author incentives include faster publication, ease of
creating and updating texts, 20 percent royalty on any
sale, royalties more consistent over time
• Plans to integrate more assessment in future textbooks
38. • Links lead to in depth topics of particular interest to the
reader and encourage comments and collaboration
• Social features promote comments, conversations, and
collaboration between authors, scholars, and readers
• Creative Commons license encourages modules to be
remixed and repurposed
• Open video allows easier editing and remixing of video,
audio, and text
• Deep Web semantic search unlocks additional in-depth
content customized to the reader‘s interest, returning results
not cluttered by irrelevant content
The eBook of the future encourages collaboration and
continuous learning
42. Challenges for publishers, authors, and agents
remain significant
• Increased e-book revenues may not be enough to offset
decreased print revenues
• Open access business models are still largely unproven
over the long haul
• Interactive, participatory platforms, utilizing gaming and
multimedia, are expensive to produce and maintain
• Finding and maintaining the attention and engagement of
readers is not an insignificant task
43. A few tips for authors
• Plan from the outset for digital aspects that add value to
text
• Collaborate with a technology-savvy partner(s)
• Experiment with intent
• Pursue diverse revenue sources and creative business
models
• Work to ensure that technology-enabled assessment and
feedback practices support meaningful, high-quality
learning
• Ask publishers or content distributors for metrics, such as
aggregate, anonymous performance data, to improve your
text
45. Sources and Bibliography
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Slides 2 – 3: Incunabula from Vicent Garcia Editores (www.vgesa.com)
Pettegree, Andrew, The Book in the Renaissance, Yale University Press, 2010
4: Photo by user J Mark Bertrand: flickr
5: Photo by user Gubatron: flickr
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flickr
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Association of American Publishers/Book Industry Study Group, June 2011, pg. 16
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46. Sources and Bibliography (2)
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48. Sources and Bibliography (4)
22: Photo, courtesy of Inkling: Essential Clinical Anatomy, Moore et al, Lippincott Williams &
Wilkins
Eric Petitt, VP of Marketing, Inkling phone interview, June 14, 2011
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49. Sources and Bibliography (5)
28: Photo by user stevegarfield: flickr
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30: Photo by user zachary b: flickr
31: Image from Google Earth (http://earth.google.com/intl/en/)
32: Image from Concharto (http://www.concharto.org/)
33: Image from flickr (http://www.flickr.com)
34: Photo by user tarzan!!!: flickr
35: Photo by user OpenExhibits: flickr
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50. Sources and Bibliography (6)
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Digital Research Tools (http://digitalresearchtools.pbwiki.com/)
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Austen, Kat, ―Storytelling 2.0: Open your books to augmented reality,‖ New Scientist
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40: Photo by user andrei z: flickr
41: Photo by user The Ewan: flickr
42: Jaschik, Scott,, ―The World Is Open,‖ Inside Higher Ed, August 25, 2009 (as of
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Editor's Notes
Numerous e-book devices: ereaders: Amazon Kindle, Sony Reader, Barnes and Noble Nook.Apple iPad and other tabletsiPhone/smartphone e-book apps: Amazon Kindle, Stanza, Barnes & Noble, Kobo, Apple ibookstore