October 13, 2008

Ever inclined to hide its most interesting articles in random sections, the NYT ran a fascinating article last week about how book publishers, authors and new-media-types are looking to drive youth interest in books by expanding the concept of a ‘book’ to include video games and interactive elements. According to the article:
“You can’t just make a book anymore,” said Mr. Haarsma, a former advertising consultant. Pairing a video game with a novel for young readers, he added, “brings the book into their world, as opposed to going the other way around.”
Mr. Haarsma is not the only one using video games to spark an interest in books. Increasingly, authors, teachers, librarians and publishers are embracing this fast-paced, image-laden world in the hope that the games will draw children to reading.
Spurred by arguments that video games also may teach a kind of digital literacy that is becoming as important as proficiency in print, libraries are hosting gaming tournaments, while schools are exploring how to incorporate video games in the classroom. In New York, the John D. and Catherine T. MacArthur Foundation is supporting efforts to create a proposed public school that will use principles of game design like instant feedback and graphic imagery to promote learning.
Publishers, meanwhile, are rushing to get in on the action. Scholastic, the American publisher of the Harry Potter series, recently released “The Maze of Bones,” the first installment in a 10-book mystery series that is tied to a Web-based game.
What follows is a good synopsis of the ongoing educational debate: video games promote learning vs. video games damage learning. Not surprisingly, no consensus is reached, but a number of interesting voices offer their take on the ways in which reading is evolving.
There is, however, a significant distinction that that article touches on but doesn’t fully explore. The book publishing industry, in its struggle to stay relevant amongst digital competitors, is confusing a new desire for interactivity for a shift in what people want from reading. . .