ABSTRACT

This chapter outlines the arena of digital innovation in publishing explored in the research. The focus is on new types of digital products and the way publishers can develop effective innovation processes. It recognises challenges that publishers have in developing creative digital projects when they can be limited by their existing structures. The research methodology and data collection process are presented, adopting a qualitative case study method and taking an abductive approach, acknowledging the importance of creativity and reflection in the analysis process. It introduces the case studies, a consumer game book, educational interactive text, academic databased-resource and an STM publisher who is instilling a collaborative culture through their change programme. The chapter concludes with an outline of the structure of the book.