Moving Beyond E-books… and Into the Virtual

Over the years, multiple different versions of geocaching developed, which evolved as technology grew more sophisticated. Laws were established governing where geocaching could occur, historical sites and cemeteries being commonly off-limits. There have been rescues of searchers who have gone into dangerous areas, and, tragically, there have been deaths as well.

Humans love a mystery story, and we also love new technology. The combination of the two is irresistible to many. One evolving technology brings both together: augmented reality.

When we think of augmented reality, we think (mostly) of Pokémon Go. That is the latest and most successful commercial application of AR we’ve seen so far. Released last summer, Pokémon Go has had millions of people out on the streets, in parks, at beaches—even at the White House—searching for and “capturing” virtual critters. The phone-based app displayed a map (created with GPS technology) of where the user was standing or walking, and imposed Pokémon creatures available for capture. The point of any Pokémon game is collection—the more creatures you have, the better you are doing. Suddenly people found themselves exercising and exploring in ways they hadn’t before. This is, ultimately, virtual geocaching.

Any hunt is a story—which was the point of Masquerade. The quest for the Holy Grail—which has inspired poetry, opera, Indiana Jones movies, and Monty Python—is a story. A mystery is a hunt for clues that will lead to a solution. Where there is seeking, be it one individual’s search for answers about his life or a community’s hunt for a perpetrator, there is the possibility for an AR application to bring it to life.

In other words, publishers have the opportunity to look at stories in different ways. Publishers can develop apps for readers, who could point them at books in a manner similar to Pokémon Go and retrieve additional information about the story, or trivia, or details about the likely size of Jo March’s house. AR provides the “enhancements” that we were looking for with e-books—that other dimension that a straightforward narrative can’t offer without footnotes.

Even more enticingly, publishers have the opportunity to create games from their stories. Imagine a Harry Potter AR game: your house is your dormitory, your school is the Hogwarts classrooms, your homework is framed as “spell practice.” AR allows readers to bridge the gap between the narrative and their own lives.

Laura Dawson, CEO of Numerical Gurus, is a book supply chain consultant. She also facilitates Metadata Boot Camp, a webinar series tackling metadata issues in publishing.

Source:

https://www.publishersweekly.com/pw/by-topic/digital/content-and-e-books/article/74786-moving-beyond-e-books-and-into-the-virtual.html

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