Abstract
The e-book industry is reshaping the norm of traditional book publishing and most publishing houses are concentrating their efforts in digital, in order to satisfy new market needs and capture significant market share. Currently, one of out of five e-books sold, are children-related and overall, the e-book industry is projected to be valued at $18.9 billion by 2018. Nevertheless, the increased market penetration of independent writers accompanied with continuous technological improvements leads to new challenges for the stakeholders involved, as a growing number of individuals with limited resources attempt to compete against traditional publishing houses. The Q-Tales ecosystem aims to support the community of creative professionals, experts and parents co-create new (or transform existing) children literature into high quality interactive e-books.
At this new disruptive approach of self-publishing, the gamification paradigm was employed, creating game-like experiences, to motivate professionals participate in the process and adopt it. The present study focuses on the gamification aspect of Q-Tales as means to drive engagement with the entire ecosystem and promote its appropriate use, enhancing the overall goal of creating interactive children e- books. The gamification design of the Q-Tales distributed system for collaborative authoring of interactive e-books for children is presented and discussed as a case study of gamification of electronic services. More specifically, game elements, such as points, leaderboards, badges, missions and feedback were infused in the architectural units of the platform, in correspondence to the overall development of the Q-Tales Gamification Framework.
Recommended Citation
Lounis, Stavros; Doukidis, Stefanos; Papastamatiou, Nikolaos; and Doukoulos, Theodoros, "Gamification of Authoring Interactive E-Books for Children: The Q-Tales Ecosystem" (2016). MCIS 2016 Proceedings. 31.
https://aisel.aisnet.org/mcis2016/31