The Economist has a great article about the future of the book business this week that got me thinking. When you go digital with analog content you have three fundamental choices:
- You can treat the content “as is” and simply see it as an adaption of the same content to a new distribution channel. This is both honest and completely fine. Good original content remains good original content whether it is on paper or screen.
- You can enhance the original content with multimedia, links, annotations etc. This is a more perilous road.
- Lastly, you can transform the analogue source material into truly interactive content. Welcome to the great new frontier where both risks and rewards are great and native pathfinders are essential!
The vast majority of digital conversion presently being done is limited to alternative 1 and 2. I propose that both the future and the money lie in # 3: True interactivity.
The Simple and Honest Choice
Alternative # 1 improves portability and usability of the original content – but only to the level a user already expects. Competition is fierce and the content itself remains the same. Reading a good book on the Kindle or watching good movie on the iPad is not much different from the book or screen experience in the analog world. It is worth remembering that the tactile usability experience of a physical book is one of the best, if not the best interface ever made. Do not expect a reader to pay a premium for the digital version. They expect a lower price, because everyone knows that production and distribution of digital content has to be cheaper.
The Ugly Bastard
Alt # 2, enhancement, may be better – or not – depending on how relevant the additional content is, and how well it is done. What is certain is that the media industry will never be able to monetize such enhancements anywhere near what they hope for. Herein lies the big misunderstanding and the reason why many media companies fail to make money in the digital space: Enhancing content, even when the enhancements are relevant, does not necessarily add that much real value to the user. Popping windows, a movie here, a sound bite there – who really cares? And worse, who really wants it? Few, if any are interested in paying extra for such content. Especially if the basic content is already available for free on the web, or on television without the bells and whistles the consumer never asked for in the first place. What is worse is that usability often suffers from these enhancements. A good story is broken up. Multimedia is not really integrated, but patched onto the content, disturbing the smooth flow the user wants.
What is True Interactivity?
Let me first be clear about what I mean by the term. True interactivity happens when the user can interact with the digital content in a seamless way to personalize both the experience and to differing degrees, even the story itself. True interactivity allows a user to return to the same content and experience it in different ways. True interactivity adds real value to digital content.
I know that I am a bit circular in my argument here, because basically, true interactivity is everything alternative #2 fails to achieve. True interactivity is a digital implementation that releases the potential in the new platform. True interactivity is digital content with an added value you actually can monetize. This is the future; this is digital content as we will see it 5-10 years down the road. And guess what: The media and publishing industry have no clue how to get there. Luckily someone already inhabits this future and has successfully monetized digital content for 30 years plus: The game developers!
Consult the Natives
Game developers know exactly how to provide immersive digital interactive experiences. The proof: Global gaming industry actually monetized such digital content to the amount of USD 60 billion just in 2010.
So what is interactivity as a game developer sees it? Interactivity is at the core of all gaming content. Successful interactivity has two basic ingredients: A particular form of creativity and a deep understanding of human psychology. Successful interactivity plays to such basic and deeply human instincts as the attraction to challenges, curiosity, capacity for fun and the insatiable demand for rewards and recognition. Game developers had already figured out these gameplay mechanisms back in the eighties when they were on abundant display in games such as Space Invaders and Pac Man.
Interactivity has little to do with processing power and graphics. These early games worked beautifully on machines with less power and memory than what is needed to run the calendar app on the iPhone.
To harness the possibilities of interactive storytelling, the media and publishing industry have to borrow heavily from the gaming world and they have to do it fast, because the natives already know how to this and might want to extend their multibillion empire of digital content into story telling too. These industries already lost their first digital battle of dominance – that of the e-book– to the digital natives Apple and Amazon.