How Games Inspire Breakthrough Thinking—And How Publishing Can Benefit
Neither will books. Mere text on a screen, the stuff that ebooks are made of, won't be enough. That presents opportunities to artists to create something wonderful.
Realize that the first movie cameras were used to film theater productions. It took early cinematic geniuses like Sergei Eisenstein, Fritz Lang, Charlie Chaplin and Abel Gance to untether the camera from what was and transform it into what it would become: a new art form. I believe that this dynamic will soon be replayed, except it will star the book in the role of the theater production, with authors acting more like directors and production companies than straight wordsmiths. Like early filmmakers, some of us will seek new ways to express ourselves through multimedia. Instead of stagnant words on a page we will layer video throughout the text, add photos, hyperlink material, engage social networks of readers who will add their own videos, photos, and wikified information so that these multimedia books become living, breathing, works of art. They will exist on the Web and be ported over to any and all mobile devices that can handle multimedia, laptops, netbooks, watches and other wearable tech, and beyond.
Naturally game design will feature prominently in this cascade of creativity.
For the non-fiction author therein lie possibilities to create the proverbial last word on a subject, a one-stop shop for all the information surrounding a particular subject matter. Imagine a biography of Wiley Post, the one-eyed pilot from the 1930s who was the first to fly around the world. It would not only offer the entire text of a book but newsreel footage from his era, coverage of his most famous flights, radio interviews, schematics of his plane, interactive maps of his journeys, interviews with aviation historians and pilots of today, a virtual tour of his cockpit and description of every gauge and dial, short profiles of other flyers of his time, photos, hyperlinked endnotes and index, links to other resources on the subject. Social media could be woven into the fabric of the experience-discussion threads and wikis where readers share information, photos, video, and add their own content to Post's story, which would tie them more closely to the book. There's also the potential for additional revenue streams: You could buy MP3s of popular songs from the 1930s, clothes that were the hot thing back then, model airplanes, other printed books, DVDs, journals, and memorabilia.