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Gamifying books and content on mobile devices

Young Digital Planet

Almost every book tells a story- it has its storyline, it conveys a plot. Traditional school books are founded on a method which is nothing else than a path, a trail leading to knowledge. With this correlation in mind, the publisher may start  to explore the possibilities of moving the reader and making the quest for knowledge  more appealing.

The Mobile Bite

Education has always associated with books. Whether we are talking about traditional textbooks, fiction or non-fiction used in the learning process, or highly specialist publications, books and the reception of the knowledge they contain is the cornerstone of the educational process. Relishing the possibilities of content digitalization often pushes managers to take risky and ambitious endeavors such as getting rid of the paper format and go 100 % digital. It was a lesson learned for Newsweek’s American edition, who is 2013 gave up a  paper I a favor of online only. You cannot change readers’ habits entirely in a year or even a decade. You need to do it step-by-step. Educational publishers must be really cautious about that. Not because of the students who probably will manage mobile technologies, but because of the teachers who are the key drivers for implementing new technologies at schools.

Since the paper format is still alive, the question is: how to use mobile devices wisely to enhance our readers’ experience? Some people from the Y generation or from the so-called Z generation treat paper books as vintage. These readers can be lured to books only with the mobile bite. In the case of educational publications, the possibilities of improving learning outcomes and personalizing the teaching process given by digitalization cannot be underestimated.

Gamification  is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges.

Source: Frankfurt Show Daily – October 2015


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