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I would say that to have read a text is not the goal, it's a mere implementation detail. The goal is to understand ideas which the text tries to convey. Some texts, and usual human speech, are low-density, high-redundancy. If you can easily understand the ideas they carry, you can listen at a really high speed and still don't miss anything, and later be able to adequately recall the ideas. Some texts are either higher-density, or talk about concepts novel enough for the listener, and it takes some time to unpack the ideas and commit them to memory. Such texts cannot be read too fast, and sometimes require going back a sentence, or a paragraph, and re-reading. An ideal (from the efficiency standpoint) audio book device would have a speed dial to control the level of adaptive compression, like described by the linked page. It would also have controls to jump back a sentence and replay it slower. But such device is unlikely, because I suppose that the main audience of audio books is commuting drivers, who need to keep their hands on the wheel, and their eyes on the road, so they can't properly read. And if course I suppose that the speedup and compression are barely applicable, or need a different approach, to books read with some artistic expression (that us, most fiction worth reading). |
Further, your supposed use case of audio books is when you're driving, when most of your attention should be spent... Driving.
As for fiction, efficiency totally misses the point. Efficiency isn't reading Harry potter as fast as possible. Efficiency is not reading it at all.
My most charitable interpretation is that we just have different aims when it comes to consuming literature, but that still leads back to the ops point that this is basically the gamification of book reading.