As a game, it plays like a version of the 1993 CD-ROM classic Myst pared back to its essentials. Sebald writing an episode of The Prisoner. Device 6, a 2013 mobile/tablet game by Swedish developers Simon Flesser and Magnus Gardebäck, lets the reader encounter and explore text in a format unfettered by the demands of the printed book, giving us a peek at what the rewards of pushing text a bit further in the digital era could be.Īs a story, Device 6 reads like W. No matter how radical the content, we are conservative about the structure of our reading.įor a vision of a more daring alternate future for digital reading, though, we can look instead at a game. ![]() This one of the reasons why books that experiment with form, whether digital or print, tend to sell rather poorly. A printed book is one of the first technologies many children learn how to use, but it’s still a technology, and once we’ve mastered it most of us don’t appreciate being asked to figure out how to read all over again. I love my Kindle, but it doesn’t really feel like a quantum leap over the shelves and shelves of printed books that I still own and read.Īfter all, it isn’t meant to. Our e-books are almost always electronic versions of our print books, and our e-book readers are often designed to mimic the print book experience as closely as possible. ![]() Yes, you can change the print size of an e-book, or look up a word instantaneously, but on the whole, reading a digital book is effectively the same experience as reading a physical book in a slim plastic shell. By now, we’re all used to the idea that books don’t have to be physical objects of ink and paper - but with only a few exceptions, our digital books behave almost exactly like our old-school ones.
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