Augmented reality: digital distraction or development?
By: Will Croft
Tags: Children Health, Publishing, Childrens Books, Apps, AR

Companion apps which bring children’s books to life — known as ‘augmented reality’ — have been ever more popular in the last several years with the boom of VR and the already strong eBook and audiobook in the children’s market. Many praise AR, which ‘enriches the young reader’s experience’ (Bonasio, 2017), but there is widespread belief that the use of screens at a younger and younger age is harmful to upbringing and mental health. Are these digital add-ons a gimmick, or even harmful, or are they a beneficial product that all children’s publishers should adopt?

The debate

The newest generations are growing up with screens of all sizes ingrained in their lives from a young age. Many parents have shown concerns that children lack the benefit of social interaction and time outside, and coupled with medical guidelines that limit the amount of time parents should allow their children to use screens, stating it can damage mental health (Twenge, 2018), this would suggest that AR could do more harm than good.

Are 21st century kids missing out on this because of screens?

However, there are benefits in the wider context of children’s publishing. Many see AR apps as an aid to engage children who now grow up with screens as their primary media — bringing the pop-up book into the 21st century — and as ‘part of a broader shift towards empowering readers and engaging them in the creative process’ (Bonasio, 2017).

Creators of these products have stated the digital companion increases engagement with the physical book and physical products, not gluing the children constantly to a screen (Flatt, 2018). This boost in creativity is a positive way for the publisher to take responsibility in children’s education through reading.

What does this mean for the future of children’s publishing?

AR books are not a gimmick — Carlton books, now a part of Welbeck group, were a pioneer and sold over 4.5 million of the format before they were acquired, and Harper Collins have invested heavily in developing AR (O’Rourke, 2018) — the sales speak for themselves. Reaching and accessing customers is a number one priority for children’s publishers, but an app can do just that. Publisher Nicholas Lovell, involved in the successful Supersaurs book, stated his aims with AR: ‘#1 was to get customer data so we had direct relationships with our audience. #2 was to sell more books. Down at #27 was “cover its costs”’ (Lovell, 2017).

As to concerns about well-being in relation to screen time, it is ultimately the parents’ responsibility to control their children’s screen time to ensure that they get a rounded upbringing. NHS experts have shown that strong recommendations to limit screen time to as low as an hour a day because of children’s health are not backed by sufficient evidence (nhs.uk, 2020), and children should be able to enjoy both new and traditional forms of education and activity. AR can even be developed in such a way to encourage social enjoyment of books, and outdoor activities!

Add-ons such as AR apps are some of the most customizable, diverse, and up-to-date aspects of children’s publishing: kids are stimulated by the add-ons to engage more with the physical book, learn faster through interactivity, be social and even go outside, rather than remain glued to a screen. AR and VR are still in very early stages, and many believe it will be a dominant form of children’s entertainment and education in the decades to come, and yet just one small part of a what I believe will be a virtual, augmented digital society all around us.

References

Bonasio, A. (2017). Augmented reality books need to become more than a gimmick | The Bookseller. [online] Thebookseller.com. Available at: https://www.thebookseller.com/futurebook/augmented-reality-books-need-become-more-gimmick-607876 [Accessed 10 Feb. 2020].

Flatt, M. (2018). ‘We were taking a step into the unknown’: why The Ghostkeeper’s Journal is Carlton’s most ambitious AR book yet | The Bookseller. [online] Thebookseller.com. Available at: https://www.thebookseller.com/futurebook/we-were-taking-step-unknown-why-ghostkeepers-journal-carltons-most-ambitious-ar-book-yet [Accessed 10 Feb. 2020].

Lovell, N. (2017). What is the point of an augmented reality app for a book? | The Bookseller. [online] Thebookseller.com. Available at: https://www.thebookseller.com/futurebook/what-point-augmented-reality-app-book-678501 [Accessed 10 Feb. 2020].

nhs.uk. (2020). Guidelines issued on activity and screen time for babies and toddlers. [online] Available at: https://www.nhs.uk/news/pregnancy-and-child/who-guidelines-screen-time/ [Accessed 10 Feb. 2020].

O’Rourke, A. (2018). The Notes From The Bookseller Children’s Books Conference. [online] Spoiltchild — Alan O’Rourke Art. Available at: http://www.spoiltchild.com/bookseller-childrens-conference.htm#traditionalpublishing [Accessed 10 Feb. 2020].

Twenge, J. (2018). New Findings Add Twist to Screen Time Limit Debate. [online] Institute for Family Studies. Available at: https://ifstudies.org/blog/new-findings-add-twist-to-screen-time-limit-debate [Accessed 10 Feb. 2020].