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Photo: flickingerbrad<br />

publishers are sticking more to traditional eBooks than<br />

interactive story apps. (To be sure, standard eBooks are<br />

available in digital bookstores, such as the iBookstore,<br />

while book apps are sold in app stores and include more<br />

interactive features.)<br />

“We all ran to the app as fast as we could, but discovered<br />

that they are expensive to make, Apple promotes very<br />

few of them, and buying ad space doesn’t generally work,”<br />

says Helman. She adds that of the “big six” US publishing<br />

houses, the number of licensed book apps being published<br />

has decreased by 75%.<br />

Still, HarperCollins has seen digital book app sales rising<br />

quickly for popular brands such as Big Nate. The gaming<br />

app developed by Night & Day Studios is based on the bestselling<br />

book, and Helman says the early success of the app<br />

coincides with the popularity of the printed Big Nate titles.<br />

Helman also believes that kids and young adult eBooks<br />

are getting shorter. She says serialized novels and shorter,<br />

150-page per title, series are almost always standard for<br />

the tween and teen demos because they cost less and are<br />

more easily consumed. In fact, Helman says she is seeing<br />

the strongest rise in eBook sales among the teen and tween<br />

segment, although the latter hasn’t experienced the same<br />

device penetration. And in terms of digital picture books<br />

for young kids, which HarperCollins commissions thirdparty<br />

developers to make, less than 2% of the market is<br />

digital. “In general, your e-sales are about 5% to 10% of<br />

print books. These numbers are true for children’s overall,<br />

but teen is more like 30%,” she says. “The fastest growth is<br />

happening among six- to 12-year-olds, but the majority of<br />

sales are happening in teen.”<br />

Even though the numbers are rising, “the physical book<br />

is still driving everything,” says Jon Anderson, president<br />

and publisher of Simon & Schuster’s children’s division.<br />

Scholastic’s Kids & Family Reading Report also showed that<br />

a full 80% of kids who read eBooks still read books for fun<br />

primarily in print.<br />

Anderson says S&S’s most successful kids eBooks to<br />

date are titles that have been the most successful in print,<br />

which include the female-skewing Cassandra Clare series<br />

and Dork Diaries titles. (He says girls books almost always<br />

outsell boys books.) “We will adapt from the physical book<br />

where appropriate. But parents view apps and physical<br />

books as separate things—apps tend to be seen more as<br />

games and not reading.”<br />

Still, zuuka’s Graham Farrar thinks the continued proliferation<br />

of mobile devices will cause digital book consumption<br />

to rise significantly more this year. “Tablets only hold a<br />

25% market penetration in the US. I think the iPad Mini, for<br />

instance, is a better device for kids books than a Tom Clancy<br />

novel. It has bright colors, interactivity and sound effects,”<br />

he says. “I think once more people get their hands on the<br />

devices, and see what can be done with digital storytelling, it<br />

will be enormous.”<br />

TechWatch Keeping an eye on the gadget scene<br />

The app that loves kids back<br />

What it is<br />

Designed to help children with sensory processing challenges such as<br />

autism or ADHD, the T. Jacket is putting an undeniably positive spin on<br />

the mobile-product integration trend. The tablet-powered T.Jacket is<br />

a wearable jacket with a corresponding smartphone app that triggers<br />

levels of pressure to the body—thereby simulating a hug.<br />

How it works<br />

Using patent-pending haptic technology, T.Jacket is powered<br />

by embedded air bags that are activated wirelessly and allow for<br />

variable pressure. The deep pressure therapy produced by the<br />

jacket is meant to produce a calming effect and increase attention.<br />

And the T.Cloud technology also allows parents to monitor when<br />

and where the jacket is being worn.<br />

What it means<br />

While initially meant for children with special needs, the product<br />

could very well find itself in the hands—or arms—of parents and<br />

kids who are apart for extended periods. With a pre-order price<br />

tag of US$399, there is likely little room for novelty, but the fact<br />

that touchscreens are literally simulating human touch means<br />

that similar technologies could soon be harnessed for more<br />

entertainment purposes. –Wendy Goldman Getzler<br />

May/June 2013<br />

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