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Word Play
Interactivity, Gaming, and the
Future of Digital Texts
John W. Warren
Presented to Writers‘ Guild of Sweden, Stockholm
November 16, 2011
From Gutenberg
and the incunabula
there was a 50 year
transition to the
book as we know it
Incunabula were
initially considered
inferior, even
dangerous,
compared with
illuminated
manuscripts
They led to the democratization of reading
The e-book is
emerging from a
similar transition
There‘s an
explosion of
devices
There‘s an explosion of devices
E-book sales are on the rise
$0
$20
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$60
$80
$100
$120
$140
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$Millions
US Trade Wholesale E-book Sales
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
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
e-books have been
downloaded from
Apple‘s iBookstore
for the
iPad/iPhone/iPod
Touch
130,000,000
More than
Most
e-books today
are merely a
―picture of
a book‖
Some innovative
e-books
offer a
glimpse into the
future of the
book
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
The Digi-Novel
uses multimedia to
tell its story
Inanimate Alice combines text, audio, video,
effects, and gaming to convert the reader into an
active participant
The level of
participation
increases as
readers
progress
through
episodes
Gaming
becomes
Alice‘s
emotional
journey
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
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
Involving the reader is key
Digital textbooks
offer
interaction and
self-assessment
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
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
Flat World Knowledge brings open content to
Higher Education
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
• 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
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
Features of the future digital
textbook
Let‘s imagine a future scholarly book about new
research on the Americas before Columbus
Image: Tatiana Parcero
Placing the cursor next to a term
brings up its definition
Clicking on a place-name deploys Google
Earth
• Chichén Itzá
Interactive maps show an empire‘s rise and fall over
time
Instead of
a single
picture
there‘ll be
a gallery
of photos
Take a photo and instantly upload it to the book‘s
gallery
Gesture-based computing allows users to interact
physically with virtual worlds
New tools allow students to manipulate and visualize
complex data sets
Augmented reality shows 3-D
simulations
• 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
Libraries are
becoming community
spaces
Instead of
storage places
for books
Bookstores are closing
and may soon be a
thing of the past
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
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
Questions?
Comments?
For a copy of this presentation,
please send an email to:
johnwwarren AT gmail DOT com
Sources and Bibliography
Warren, John W., ―Innovation and the Future of E-Books,‖ International Journal of the Book,
Vol. 6, No. 1, 2009, pp. 83–94 (As of November 11, 2011:
http://www.rand.org/pubs/reprints/RP1385/)
______, ―The Progression of Digital Publishing: Innovation and the
E-volution of E-books,‖ International Journal of the Book, Volume 7, Number 4, 2010, pp.
37–53 (As of November 11, 2011: http://www.rand.org/pubs/reprints/RP1411/)
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
6: Photos (clockwise from top left) by users robertogreco; andyi; sekimura; GlennFleishman:
flickr
7: International Digital Publishing Forum website (As of November 11, 2011:
http://idpf.org/about-us/industry-statistics)
8-9: BookStats 2001: An Annual Comprehensive Study of the U.S. Publishing Industry,
Association of American Publishers/Book Industry Study Group, June 2011, pg. 16
10. Photo by user pamhule: flickr
Apple WWDC, “Streaming video from the WWDC 2011 keynote,” June 6, 2011 (as of
November 11, 2011: http://events.apple.com.edgesuite.net/11piubpwiqubf06/event/)
Sources and Bibliography (2)
11: Photo by user swanksalot: flickr
12: Image from Pullinger, Kate, and Chris Joseph, Inanimate Alice, episode 2
(http://www.inanimatealice.com/)
13-14: Rostker, Bernard, I Want You!: The Evolution of the All-Volunteer Force, Santa
Monica: RAND Corporation, 2006
(http://www.rand.org/pubs/monographs/MG265/)
15-17: Pullinger, Kate, and Chris Joseph, Inanimate Alice, episodes 1–4
(http://www.inanimatealice.com/); also phone interviews with Kate Pullinger, author, and
Ian Harper, producer
Laccetti, Jess, ―Inanimate Alice Pedagogy Pack: Lesson Plans and education resource pack,
2007, (as of November 11, 2011: http://www.inanimatealice.com/teach.html)
18: Kim, Amy Jo, ―Smart Gamification: Designing the Player Journey,‖ Google Tech Talks,
February 16, 2011 (as of November 11, 2011:
http://www.youtube.com/watch?v=B0H3ASbnZmc)
Morbey, Mary Leigh, ―Beyond Multimedia Literacy: Supporting Mastery in Virtual
Environments,‖ International Journal of Learning and Media, Summer 2010, Vol. 2, No. 4,
Pages 7-20, (as of November 11, 2011:
http://www.mitpressjournals.org/doi/abs/10.1162/ijlm_a_00058)
Seligman, Martin, Flourish: A Visionary New Understanding of Happiness and Well-being,
Free Press, 2011
Sources and Bibliography (3)
19: McGonigal, Jane, Reality is Broken: Why Games Make Us Better and How They Can
Change the World, Penguin, NY, 2011; also (as of November 11, 2011:
www.realityisbroken.org)
Gameful (www.gameful.org)
20: Photo by user k-ideas: flickr
Pottermore blog (as of November 11, 2011: www.pottermore.com)
Naone, Erica, ―A New Chapter for E-Books,‖ Technology Review, MIT, November-December
2011 (As of November 11, 2011: http://www.technologyreview.com/article/38874/)
The Mongoliad (www.mongoliad.com)
21: Photo, courtesy of Inkling: Essential Clinical Anatomy, Moore et al, Lippincott Williams &
Wilkins
Inkling (as of November 11, 2011: http://www.inkling.com)
Aplia (as of November 11, 2011: http://aplia.com)
Xplana ―Digital Textbooks Reaching the Tipping Point in Higher Education: A Revised Five-
Year Forecast‖ March 2011 (As of November 11, 2011:
http://blog.xplana.com/reports/digital-textbooks-reach-the-tipping-point-in-the-u-s-higher-
education-a-revised-5-year-projection/)
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
Barseghian Tina , ―Watch Out Textbooks, Here Comes Inkling,‖ KQED/Mind Shift, June 8,
2011 (as of as of November 11, 2011: http://mindshift.kqed.org/2011/06/watch-out-print-
textbooks-here-comes-inkling/)
MacMillan, Douglas, ―Inkling Publishes Textbooks for iPads,‖ Bloomberg Business Week,
June 9, 2011, (as of as of November 11, 2011:
http://www.businessweek.com/magazine/content/11_25/b4233043963930.htm)
23: Parsons, June Jamrich and Dan Oja, New Perspectives on Computer Concepts 2012,
14th Edition, Cengage Learning (As of November 11, 2011:
http://www.cengagesites.com/academic/?site=4365)
Parsons, June, email exchange, June 2011
24-27: Flat World Knowledge website (as of November 11, 2011:
http://www.flatworldknowledge.com), also phone interview with Eric FrankCo-founder, Flat
World Knowledge
Sources and Bibliography (5)
28: Photo by user stevegarfield: flickr
Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., The 2011 Horizon Report,
The New Media Consortium (as of as of November 11, 2011:
http://www.nmc.org/pdf/2011-Horizon-Report.pdf)
Johnson, L., Adams, S., and Haywood, K., The NMC Horizon Report: 2011 K-12
Edition. 2011, The New Media Consortium (as of as of November 11, 2011:
http://www.nmc.org/pdf/2011-Horizon-Report-K12.pdf)
29: Artwork by Tatiana Parcero (http://www.tatianaparcero.net) (uesd with permission)
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
Open Exhibits (http://openexhibits.org/research)
Howard, Alex, ―7 Areas Beyond Gaming Where Kinect Could Play A Role,‖ O‘Reilly Radar,
December 3, 2010 (as of November 11, 2011: http://radar.oreilly.com/2010/12/dancing-
with-kinects-future-in.html)
Sources and Bibliography (6)
36: image from Ocean Data Viewer website (as of November 11, 2011: http://data.unep-
wcmc.org/)
Digital Research Tools (http://digitalresearchtools.pbwiki.com/)
Many Eyes (http://www-958.ibm.com/software/data/cognos/manyeyes/)
Google Public Data Explorer (http://www.google.com/publicdata/home)
37: General Electric, Smart Grid Augmented Reality (As of November 11, 2011:
http://ge.ecomagination.com/smartgrid/#/augmented_reality)
Austen, Kat, ―Storytelling 2.0: Open your books to augmented reality,‖ New Scientist
CultureLab blog, November 17, 2010 (as of November 11, 2011:
http://www.newscientist.com/blogs/culturelab/2010/11/storytelling-20-open-your-books-to-
augmented-reality.html)
38: Alexander, Bryan, and Alan Levine, ―Web 2.0 Storytelling: Emergence of a New Genre,‖
Educause Review, November/December 2008 (as of November 11, 2011:
http://net.educause.edu/ir/library/pdf/ERM0865.pdf)
YouTube and Creative Commons: raising the bar on user creativity, June 2, 2011 (As of
November 11, 2011: http://youtube-global.blogspot.com/2011/06/youtube-and-creative-
commons-raising.html)
Open video Project (http://www.open-video.org/)
Sources and Bibliography (7)
38 cont.: Wright, Alex, ―Exploring a ‗Deep Web‘ That Google Can‘t Grasp,‖ New York Times,
February 23, 2009 (as of May 11, 2011:
http://www.nytimes.com/2009/02/23/technology/internet/23search.html)
Dewey Info- Linked Data (http://dewey.info/)
39: Photo by user scrunchieface: flickr
Rausing, Lisbet, ―Toward a New Alexandria: Imagining the Future of Libraries,‖ The New
Republic, March 12, 2010 (October 10, 2010: http://www.tnr.com/article/books-and-
arts/toward-new-alexandria)
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
November 11, 2011: http://www.insidehighered.com/news/2009/08/25/bonk)

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Word Play: Interactivity, Gaming, and the Future of Digital Texts

  • 1. Word Play Interactivity, Gaming, and the Future of Digital Texts John W. Warren Presented to Writers‘ Guild of Sweden, Stockholm November 16, 2011
  • 2. From Gutenberg and the incunabula there was a 50 year transition to the book as we know it
  • 3. Incunabula were initially considered inferior, even dangerous, compared with illuminated manuscripts
  • 4. They led to the democratization of reading
  • 5. The e-book is emerging from a similar transition
  • 7. E-book sales are on the rise $0 $20 $40 $60 $80 $100 $120 $140 Q1 02 Q2 02 Q3 02 Q4 02 Q1 03 Q2 03 Q3 03 Q4 03 Q1 04 Q2 04 Q3 04 Q4 04 Q1 05 Q2 05 Q3 05 Q4 05 Q1 06 Q2 06 Q3 06 Q4 06 Q1 07 Q2 07 Q3 07 Q4 07 Q1 08 Q2 08 Q3 08 Q4 08 Q1 09 Q2 09 Q3 09 Q4 09 Q1 10 Q2 10 Q3 10 $Millions US Trade Wholesale E-book Sales
  • 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
  • 10. e-books have been downloaded from Apple‘s iBookstore for the iPad/iPhone/iPod Touch 130,000,000 More than
  • 11. Most e-books today are merely a ―picture of a book‖
  • 12. Some innovative e-books offer a glimpse into the future of the book
  • 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
  • 14.
  • 15. The Digi-Novel uses multimedia to tell its story
  • 16. Inanimate Alice combines text, audio, video, effects, and gaming to convert the reader into an active participant
  • 17. The level of participation increases as readers progress through episodes Gaming becomes Alice‘s emotional journey
  • 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
  • 24. Flat World Knowledge brings open content to Higher Education
  • 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
  • 28. Features of the future digital textbook
  • 29. Let‘s imagine a future scholarly book about new research on the Americas before Columbus Image: Tatiana Parcero
  • 30. Placing the cursor next to a term brings up its definition
  • 31. Clicking on a place-name deploys Google Earth • Chichén Itzá
  • 32. Interactive maps show an empire‘s rise and fall over time
  • 33. Instead of a single picture there‘ll be a gallery of photos
  • 34. Take a photo and instantly upload it to the book‘s gallery
  • 35. Gesture-based computing allows users to interact physically with virtual worlds
  • 36. New tools allow students to manipulate and visualize complex data sets
  • 37. Augmented reality shows 3-D simulations
  • 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
  • 41. Bookstores are closing and may soon be a thing of the past
  • 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
  • 44. Questions? Comments? For a copy of this presentation, please send an email to: johnwwarren AT gmail DOT com
  • 45. Sources and Bibliography Warren, John W., ―Innovation and the Future of E-Books,‖ International Journal of the Book, Vol. 6, No. 1, 2009, pp. 83–94 (As of November 11, 2011: http://www.rand.org/pubs/reprints/RP1385/) ______, ―The Progression of Digital Publishing: Innovation and the E-volution of E-books,‖ International Journal of the Book, Volume 7, Number 4, 2010, pp. 37–53 (As of November 11, 2011: http://www.rand.org/pubs/reprints/RP1411/) 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 6: Photos (clockwise from top left) by users robertogreco; andyi; sekimura; GlennFleishman: flickr 7: International Digital Publishing Forum website (As of November 11, 2011: http://idpf.org/about-us/industry-statistics) 8-9: BookStats 2001: An Annual Comprehensive Study of the U.S. Publishing Industry, Association of American Publishers/Book Industry Study Group, June 2011, pg. 16 10. Photo by user pamhule: flickr Apple WWDC, “Streaming video from the WWDC 2011 keynote,” June 6, 2011 (as of November 11, 2011: http://events.apple.com.edgesuite.net/11piubpwiqubf06/event/)
  • 46. Sources and Bibliography (2) 11: Photo by user swanksalot: flickr 12: Image from Pullinger, Kate, and Chris Joseph, Inanimate Alice, episode 2 (http://www.inanimatealice.com/) 13-14: Rostker, Bernard, I Want You!: The Evolution of the All-Volunteer Force, Santa Monica: RAND Corporation, 2006 (http://www.rand.org/pubs/monographs/MG265/) 15-17: Pullinger, Kate, and Chris Joseph, Inanimate Alice, episodes 1–4 (http://www.inanimatealice.com/); also phone interviews with Kate Pullinger, author, and Ian Harper, producer Laccetti, Jess, ―Inanimate Alice Pedagogy Pack: Lesson Plans and education resource pack, 2007, (as of November 11, 2011: http://www.inanimatealice.com/teach.html) 18: Kim, Amy Jo, ―Smart Gamification: Designing the Player Journey,‖ Google Tech Talks, February 16, 2011 (as of November 11, 2011: http://www.youtube.com/watch?v=B0H3ASbnZmc) Morbey, Mary Leigh, ―Beyond Multimedia Literacy: Supporting Mastery in Virtual Environments,‖ International Journal of Learning and Media, Summer 2010, Vol. 2, No. 4, Pages 7-20, (as of November 11, 2011: http://www.mitpressjournals.org/doi/abs/10.1162/ijlm_a_00058) Seligman, Martin, Flourish: A Visionary New Understanding of Happiness and Well-being, Free Press, 2011
  • 47. Sources and Bibliography (3) 19: McGonigal, Jane, Reality is Broken: Why Games Make Us Better and How They Can Change the World, Penguin, NY, 2011; also (as of November 11, 2011: www.realityisbroken.org) Gameful (www.gameful.org) 20: Photo by user k-ideas: flickr Pottermore blog (as of November 11, 2011: www.pottermore.com) Naone, Erica, ―A New Chapter for E-Books,‖ Technology Review, MIT, November-December 2011 (As of November 11, 2011: http://www.technologyreview.com/article/38874/) The Mongoliad (www.mongoliad.com) 21: Photo, courtesy of Inkling: Essential Clinical Anatomy, Moore et al, Lippincott Williams & Wilkins Inkling (as of November 11, 2011: http://www.inkling.com) Aplia (as of November 11, 2011: http://aplia.com) Xplana ―Digital Textbooks Reaching the Tipping Point in Higher Education: A Revised Five- Year Forecast‖ March 2011 (As of November 11, 2011: http://blog.xplana.com/reports/digital-textbooks-reach-the-tipping-point-in-the-u-s-higher- education-a-revised-5-year-projection/)
  • 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 Barseghian Tina , ―Watch Out Textbooks, Here Comes Inkling,‖ KQED/Mind Shift, June 8, 2011 (as of as of November 11, 2011: http://mindshift.kqed.org/2011/06/watch-out-print- textbooks-here-comes-inkling/) MacMillan, Douglas, ―Inkling Publishes Textbooks for iPads,‖ Bloomberg Business Week, June 9, 2011, (as of as of November 11, 2011: http://www.businessweek.com/magazine/content/11_25/b4233043963930.htm) 23: Parsons, June Jamrich and Dan Oja, New Perspectives on Computer Concepts 2012, 14th Edition, Cengage Learning (As of November 11, 2011: http://www.cengagesites.com/academic/?site=4365) Parsons, June, email exchange, June 2011 24-27: Flat World Knowledge website (as of November 11, 2011: http://www.flatworldknowledge.com), also phone interview with Eric FrankCo-founder, Flat World Knowledge
  • 49. Sources and Bibliography (5) 28: Photo by user stevegarfield: flickr Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., The 2011 Horizon Report, The New Media Consortium (as of as of November 11, 2011: http://www.nmc.org/pdf/2011-Horizon-Report.pdf) Johnson, L., Adams, S., and Haywood, K., The NMC Horizon Report: 2011 K-12 Edition. 2011, The New Media Consortium (as of as of November 11, 2011: http://www.nmc.org/pdf/2011-Horizon-Report-K12.pdf) 29: Artwork by Tatiana Parcero (http://www.tatianaparcero.net) (uesd with permission) 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 Open Exhibits (http://openexhibits.org/research) Howard, Alex, ―7 Areas Beyond Gaming Where Kinect Could Play A Role,‖ O‘Reilly Radar, December 3, 2010 (as of November 11, 2011: http://radar.oreilly.com/2010/12/dancing- with-kinects-future-in.html)
  • 50. Sources and Bibliography (6) 36: image from Ocean Data Viewer website (as of November 11, 2011: http://data.unep- wcmc.org/) Digital Research Tools (http://digitalresearchtools.pbwiki.com/) Many Eyes (http://www-958.ibm.com/software/data/cognos/manyeyes/) Google Public Data Explorer (http://www.google.com/publicdata/home) 37: General Electric, Smart Grid Augmented Reality (As of November 11, 2011: http://ge.ecomagination.com/smartgrid/#/augmented_reality) Austen, Kat, ―Storytelling 2.0: Open your books to augmented reality,‖ New Scientist CultureLab blog, November 17, 2010 (as of November 11, 2011: http://www.newscientist.com/blogs/culturelab/2010/11/storytelling-20-open-your-books-to- augmented-reality.html) 38: Alexander, Bryan, and Alan Levine, ―Web 2.0 Storytelling: Emergence of a New Genre,‖ Educause Review, November/December 2008 (as of November 11, 2011: http://net.educause.edu/ir/library/pdf/ERM0865.pdf) YouTube and Creative Commons: raising the bar on user creativity, June 2, 2011 (As of November 11, 2011: http://youtube-global.blogspot.com/2011/06/youtube-and-creative- commons-raising.html) Open video Project (http://www.open-video.org/)
  • 51. Sources and Bibliography (7) 38 cont.: Wright, Alex, ―Exploring a ‗Deep Web‘ That Google Can‘t Grasp,‖ New York Times, February 23, 2009 (as of May 11, 2011: http://www.nytimes.com/2009/02/23/technology/internet/23search.html) Dewey Info- Linked Data (http://dewey.info/) 39: Photo by user scrunchieface: flickr Rausing, Lisbet, ―Toward a New Alexandria: Imagining the Future of Libraries,‖ The New Republic, March 12, 2010 (October 10, 2010: http://www.tnr.com/article/books-and- arts/toward-new-alexandria) 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 November 11, 2011: http://www.insidehighered.com/news/2009/08/25/bonk)

Editor's Notes

  1. 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
  2. Announced by Apple at WWDC conference, June 2011