100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Volledige samenvatting van alle lessen en gastlessen, $5.42   Add to cart

Summary

Volledige samenvatting van alle lessen en gastlessen,

 49 views  4 purchases
  • Course
  • Institution

Samenvatting van het vak interactive media and entertainment, geschreven in jaar . 15/20

Last document update: 3 year ago

Preview 3 out of 64  pages

  • May 6, 2021
  • May 17, 2021
  • 64
  • 2020/2021
  • Summary
avatar-seller
Interactive media and
entertainment
Introduction to interactive media and entertainment
The course will focus on the use of interactive platforms for entertainment purposes.

Entertainment
Entertainment is a form of activity that holds the attention and interest of an audience, that gives pleasure and
delight.

There are a couple of big categories of entertainment:

- Exhibition entertainment
- Live entertainment
- Media entertainment

Important to know is that the experience of being entertained is associated with fun and amusement. But
many forms of entertainment can also have serious purposes. Entertainment can also be in mean of insight and
intellectual growth. Related to this, it can also be used in service of other more pragmatic goals.

Interactive media
We are primarily interested in media entertainment, and especially the kind of entertainment that is made
possible by interactive media. These are media that allow for interactivity with the audience.

The first part of the word ‘interactive’: inter, is implying to a two-way exchange. The second part: active, refers
to being involved/engaged in the activity. The word in its hole indicates an active relationship between the
audience and the medium content. These kinds of media are mostly digital media.

Generally speaking, interactivity is one of two possible ways of relating to medium content. The other way is to
relate to it passively (traditional media). With interactive content, you actually become a participant. These two
ways lead to different experiences for the audience.

We can also go a step further in our categorization of the different types of interactivity in media. Salen &
Zimmerman proposed 4 categories of interactivity:

- Cognitive interactivity: the interpretative participation possible with media content. This kind of
interactivity merely happens in your mind.
- Functional interactivity: the utilitarian use of media. This is related to actually using the media, it’s not
related to the content.
- Explicit interactivity: the type of interactivity where you are actually exerting influence on media
content. You are shaping it and controlling it. This is the type where we will focus on the most.
- Beyond-the-object interactivity: when we’re interacting with media outside the content itself.

Interactive media & entertainment
This type is very young, it only came in the mid-twentieth century with the development of computer
technology. It is the interaction with a computer that makes interaction actively possible within media content.

,Something this young is still growing and evolving. Digital interactive media and entertainment is a very vast
field. People can interact with digital entertainment in a variety of ways and different types of media mend
themselves with different types of interactivity.

Internet & social media
These channels are particularly useful for creating little games or other interactive and evolving content. Users
can give information to other users etc.

The example that you see is a social game made for Instagram. With this little game, people could go on an
easter hunt to get to know the show: Rick and Morty.

On top of just established media creators using the internet and social media to provide more ways for their
audience to interact with their content, the internet and social media can also be used by amateur creators.
Content creators can also ask their audience what to do in the next video etc. Followers can interact with the
media creators in real time.

Mobile devices & apps
There’s also a variety of ways to interact on mobile devices. For instance, in the form of mobile apps.

Interactive TV
This comes in the form of you being able to make certain choices. An example is Bandersnatch from Black
Mirror on Netflix.

Smart toys & robots
These kinds of media are good for one-on-one media experiences. This is mostly for children.

Digital games
They are the perfect medium for interactivity, they have everything it takes for interactivity.

Augmented & virtual reality
This creates more intense experiences of interactivity.

Interactive entertainment: choice and control
Very interesting about all of this is that these forms of interactive entertainment give members two gifts:

- Control
- Choice

The audience is to some degree in charge of the media content and gets to choose what to see and what to do
within an interactive work. This ability to control and choose is called agency. This agency gives people the
ability to make choices and to enjoy the results of those choices.

Because the way people experience interactive entertainment is so different from the way that passive
entertainment is experienced, it’s good to know that we barely use the word ‘audience’ when we’re talking
about interactive ET. More often than not, we talk about people in the singular because each user is in control
of their own path and each path through the interactive environment is unique to that specific person. Because
each user has this control and choice, this also means that their experiences will be unique. Everyone responds
to the stimuli differently; interactivity can never truly be a mass audience experience. All of this is very different
from a traditional movie for instance.

, Interactive media and entertainment: fields of study

Communication sciences
Our topic of interest can be situated within the broad domain of communication sciences. Within this field,
there has been an increasing interest in interactive media and entertainment. The most important reasons for
this interest are:

- Digital communication takes over most areas of traditional communication (bv. Smartphones, digital
TV etc.)
- Rise of new forms of interactive media

A lot of subdivisions within communication sciences also take into account this digital interactive media and
their potential for ET.

The ICA (International Communication Association) is the largest international association that is dedicated to
the study and the practice of communication.

There are some divisions that focus specifically on interactive media in combination with ET or not. These
subdivisions are:

- Communication and technology
- Game studies
- Information systems

See an explanation for every division on the pwp.

Research areas
This course sits on a multidisciplinary research field. For our course, two major research areas will be
important:

- Human-Computer Interaction (HCI)
- Media and Entertainment Studies

Human-Computer Interaction
This area studies the design and use of computer technology. It focuses a lot on the interfaces between users
and computers. See on the pwp the subjects they do research on.

Media and Entertainment Studies
This field focuses on the content, history and effects of media. See on pwp what research fields they focus on.

Contents of the course: theory and practice
See pwp.




History, characteristics and effects of IME, pt. 1

Interactive ET

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller comwet01. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $5.42. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

62555 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling
$5.42  4x  sold
  • (0)
  Add to cart