Transforming the landscape of primary books publishing

For generations, books have possessed the enchanting ability to transport readers to far-off realms and distant dimensions. In today’s digital age, the magic of reading has evolved, thanks to the incredible potential of Augmented Reality (AR) & Virtual Reality (VR) technology.


In a captivating exchange of ideas and insights, Smita Dwivedi engaged in a thought-provoking conversation with two distinguished individuals: Sushil Gupta, Director of Sunrise Publishers, and Karishma Sanghvi, Co-Founder and Director of Ideal Experiential Private Ltd and Founder of PopKorn kids.

Minting the Trend

With over 25 years of experience in primary book publishing, Sushil shares that Sunrise Publishers has made significant strides in the realm of school and children’s books, catering to both Indian and international markets.

While, Ideal Experiential Private Ltd is a pioneering force in the educational landscape of Gujarat, primed for a nationwide expansion in the coming year. Renowned for embracing innovation and delivering updated solutions, Ideal has been a trailblazer in introducing Digital Learning to the publishing domain. Karishma shared that technology has elevated the learning experience in educational books.

The innovations…

Sushil shared that publishers could craft immersive content, enabling readers to explore it via mobile devices or tablets. “This approach provides readers with in-depth and simplified insights into complex concepts, fostering a deeper connection with the content,” he said. Furthermore, he mentioned that publishers could explore new revenue channels through in-app purchases and subscription models, opening up fresh opportunities for economic growth.

Karishma also emphasized the significance of combining traditional knowledge with contemporary technology. “Books with App” is one of the cutting-edge innovations, offering learning videos that cater to different learning styles. These videos, delivered through a dedicated app, have received an overwhelmingly positive response, as they ignite multisensory learning.

Another fascinating technology discussed was “Books with AR App.” Here, coloring books are brought to life through an AR app. As children color images, they can scan them with the app to see their creations come alive. Moreover, they can even create their videos, fostering creativity and enhancing the learning process.

Karishma also shed light on “Books with QR CODE,” a concept that has gained momentum in recent years. These QR-coded books enable students to access learning videos, notes, worksheets, and additional resources by scanning the QR codes. This technology not only enhances interactive learning but also provides invaluable supporting materials with regular updates.

Evaluating pros & cons

Sushil Gupta acknowledged that it might be premature to draw definitive conclusions about the widespread adoption of AR and VR technologies. He observed that the percentage of students currently using these new technologies remains relatively limited, especially in the K-12 segment in small towns of India. He pointed out the discrepancy between large publishers with established infrastructures and support from multinational corporations, which are performing well, and small to mid-sized independent publishers who often grapple with survival in this evolving landscape.

Despite the promises of AR in publishing, there are concerns, particularly concerning its impact on young and developing minds. Sushil Gupta advised that children below the age of five should not be exposed to these technologies due to the potential diversion from the core content.

He also acknowledged that the production costs of AR-enhanced publications could be considerably higher, posing a challenge for mid-sized publishers.

On a concluding note

In the ever-evolving landscape of primary book publishing, AR and VR are emerging as powerful tools, offering new dimensions of engagement and learning for the young minds of tomorrow.

“We are experiencing an incredible synergy between physical and digital elements, making the learning experience truly magical,” concluded Karishma.

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