Is The Future of Reading in Gamifying Books?

Just recently, the world’s most seemingly notorious Prince got very intense about Fortnite. We all know just how English Prince Harry can get adventurous and daring. We’ve been treated to his merrymaking antiques over the decades, but the dad in him is coming out. His scathing attack on Fortnite and its addictive elements took a majority of European and American fans by surprise. Meanwhile, there is an e-book firm that is employing the same psychological strategy employed by Fortnite to hook young students into educational books.

The father-to-be Prince and his king-to-be brother convened a roundtable meeting at the YMCA. The meeting was concerning mental health, and it was attended by numerous charities including Young Minds. Prince Harry asserted that the game was meant to be addictive with the purpose of holding players in front of their computers the whole day. If that physiological prowess could be used to keep students glued to their books, would he still oppose it? Definitely not: he just wants people to be more responsible. So, how do you inculcate the psychological prowess of Fortnite into academic and other informative books?

Enter Gamified E-Books: More Fun Reading

EBook distributor OverDrive has fairly convincing reasons to believe that old school books could be too boring for YouTube and Dot.Com students. That is why OverDrive is ambitiously gamifying as many books as possible to make them more learner-friendly for the digital generation of learners. It plans to employ the reinforcement principle of psychology that Fortnite seems to have mastered like a charm. By gamifying old school and newly published books, OverDrive will enable young learners to interact actively with the information. The eBooks will award kids with badges for completing certain reading milestones. The interactive video game features in the eBooks will save parents who already despaired at the accent of Fortnite.

The founder of OverDrive, who doubles as its CEO, confirmed that the eBook distributor hired specialists to conduct a case study on Fortnite’s addictive qualities. He also confirms that the company is already present in schools collecting relevant social data through questions and observations. Since the distributor already offers some other technological innovations in their open-source eBook platform, publishers love it. They can anchor captivating and relevant sound into books to help students visualize and retain information more.

On a more futuristic note, CEO Steve Potash shared with us that Overdrive is preparing to anchor some virtual reality and augmented content into eBooks. It is also going to leverage the power of robust mega data to determine which books in particular areas of some sort. For that function, it will need very good artificial intelligence. The innovative and cutting-edge eBook makers are at an advanced stage in the creation of that artificial intelligence with some pretty complex algorithms.

Do you know how Google and Facebook seem to know what you like to read, your friends and most other issues of interest to you? That is the kind of data implementation with which OverDrive is trying to revolutionalize the way students read books. The plan to counter Fortnite’s counterproductive effect on the studying culture of the 1st and 2nd world seems to be working. It is just like how Romans always learned effective war techniques from enemies who sometimes overwhelmed them. So, how does it collect the data that is going to power these new-age, intelligence-like and gamified eBooks?

OverDrive offers numerous book-related platforms for libraries, schools and study groups. It streams eBooks for consumers lending books from libraries and publishing houses. Therefore, the distribution company generates its data in real time and for free. The data is enough to help them know which books are popular where and among which demographics. Among the other eBook distribution innovations that OverDrive offers the reading world, Libby is quite interesting. It is an AI that is designed to play the roles of an extra helpful and lively library assistant. Some of its algorithms can determine the kind of books that particular students in certain institutions like reading.

Such data is used to recommend further reading material. The data can also come in handy when doing career choices; the data of past reading will just lead students into the disciplines in which they are most passionate and informed. OverDrive doesn’t forget to include teachers in the whole project. The gamified eBooks will be edited by school teachers who would like to fit curriculum quizzes in there. The quizzes can be included or formatted out anytime owing to the digital nature of the books. The world is really changing with technology, and reading shouldn’t be left behind inside old school books.

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