Nearly a decade ago, ebooks were on the rise, and it was believed that this would lead to the imminent death of the print book. Some experts went as far as stating that the market for print books would plunge into oblivion. These prophecies turned out to be both true and false to some extent. While the market for ebooks soared at an unprecedented rate, the print book still holds its place with its head held high.
It’s the dawn of the publishing GIF. If you pay enough attention, you’ll be able to feel it in the air: the buzzing, looping electricity that knows no bounds. It uses ebooks and the internet to infiltrate our homes and our minds, and once there, it stays and lays low, playing over and over and over again until it’s time. And, my friends, it is almost time.
Have you finished writing your book and want to make it into an ebook but don’t even know where to start? Start here! In this post, I will define some common terms and link to some resources where you can learn more.
It’s no secret that the publishing world has a fear of digital technology. Ebooks especially are still often treated as the red-headed stepchild of the publishing world—a wild, untamed format that only those with high-level, specialized skills can attempt to conquer. The fact of the matter is, however, this simply isn’t true. Anyone who sets their mind to it can master the art of creating ebooks, yet most remain afraid to try. Specifically, people seem to be afraid they don’t know enough to even make an attempt.
We’ve all heard the conventional wisdom that staring at screens all day is somehow bad for our brains: supposedly it destroys our attention spans, blunts our intelligence, and transforms us into technology-dependent zombies. But is there any truth to such grim speculations? Are screens really changing our brains?
A whole generation of children is learning to read from a screen rather than a book. What could this mean for the future of the publishing industry? For one, it means we can no longer ignore the influence of ereaders, audiobooks, interactive reading apps, and video games on future and current readers.