100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Interactive Media And Entertainment Samenvatting $9.56   Add to cart

Summary

Interactive Media And Entertainment Samenvatting

 11 views  0 purchase
  • Course
  • Institution

This document is a complete summary of everything the prof has covered in the Powerpoint.

Preview 4 out of 50  pages

  • September 4, 2021
  • 50
  • 2020/2021
  • Summary
avatar-seller
INTERACTIVE MEDIA & ENTERTAINMENT SAMENVATTING CARO
VANHOOREN
H1: INTRODUCTION TO INTERACTIVE MEDIA AND ENTERTAINMENT

Definitions and concepts:
- IM&E = the use of interactive platforms for entertainment purposes
- Entertainment = a form of activity that holds the attention and interest of an
audience, that gives pleasure and delight
o Exhibition entertainment = f.e. amusement parks, fairs, museums
o Media entertainment = f.e. film, TV, music, digital games
o Live entertainment = f.e. theatre, concerts, sports, parties
- Entertainment can also have a serious purpose (e.g. achieving insight, intellectual
growth)
- And/or be used for other, more pragmatic goals: to advertise and promote, to
teach and train, to inform, …
- Interactive media = media that allow for interactivity with the audience
o Inter = between, implying a two-way exchange
o Active = doing something, being involved and engaged in the activity,
there’s an active relationship between the audience and the medium
content
- Interactive media offer a profoundly different way of relating to medium content
o Passively enjoying a form of entertainment: you are merely watching,
listening, reading (+ making connections in your mind, questioning things)
→ traditional media
o Interactively enjoying a form of entertainment: you actually become a
participant, you can control what happens, how the story unfolds, the
choices that are made, ...
- Types of interactivity with media:
o Cognitive interactivity = interpretative participation (f.e. in story)
o Functional interactivity = utilitarian use (f.e. remote control)
o Explicit interactivity = exerting influence on, shaping media concent
(f.e. playing a videogame)
o Beyond-the-object interactivity = interacting with media outside the
contents itself (f.e. participating in fan culture, fan communities

Choice and control:
Interactive entertainment offers the audience 2 gifts:
1) Ability to control aspects of the medium content  agency
2) Ability to make choices and to see and enjoy the results of those choices

BUT: because each user is in control of their own path through the material, interactivity
can never truly be a mass audience experience because each person makes their own
choices

Fields of study:
 communication sciences
- Increasing interest
- Digital communication takes over most areas of traditional comm
- Rise of new forms of interactive media
- A few devisions that have a specific focus on IM&E:
o Communication and Technology
o Game Studies
o Information systems

 Communication & Technology (CAT)
- Roles played by information and communication technologies (ICT’s) in the
processes of human communication
- CAT seeks to enhance theory on adaption, message content, communication
networks, effects and polity of ICT’s

 Game Studies

1

,INTERACTIVE MEDIA & ENTERTAINMENT SAMENVATTING CARO
VANHOOREN
- Study of games and game experience offering opportunities for the study of
human comm
- Multidisciplinary approaches that merge other disciplines


 Information Systems
- Focus on information, language and cognitive systems
- Goal is promoting the development of general theories of complex systems and
quantitative methodologies for communication research within a variety of
domains
- Studies of information flows, the human interface with comm technology and life
in an information society

Research areas:
- Multidisciplinary field
o Human-Computer Interaction (HCI)
o Media and Entertainment Studies

Human-Computer Interaction (HCI)
= a field of study focusing on the design and use of computer technology
- Interfacing between users and computers
- Methods and theories with regards to:
o Designing new computer interfaces + optimizing the design of existing
computer interfaces
o Evalutaing interfaces for their usability and user experience
o Studying human computer use and its sociocultural implications

Media and Entertainment Studies
= a field of study focusing on the content, history and effects of (digital) media
- Psychological effects (negative (addiction, aggression) and positive (problem-
solving, meaning-making))
- Motivations for media use
- Identity
- Gender studies
- Community building
- Marketing

H2.1.HISTORY, CHARACTERISTICS AND EFFECTS OF IM&E

Birth of digital entertainment:
- Interactive entertainment has existed before the invention of computers and
digital content  most forms of human entertainment are ‘interactive’
- Actual birth of digital entertainment: the development of the modern computer 
now entertainment is made possible through digital media that allows explicit
interactivity

History of the computer:
1890:
- Machine that could perform computations using punch-card technology
- Designed to speed up computations for the US Census Bureau
- Would become the workhorses of the business and scientific world for 50 years

1940: WW2
- War accelerated the development of the modern computer (machines that could
quickly perform complex calculations were urgently needed)
- Earliest computers were specific-purpose: breaking a specific code, solving a
specific equation
- New code or equation = a new machine
- Makes things complicated  need for a more general purpose calculator/computer


2

,INTERACTIVE MEDIA & ENTERTAINMENT SAMENVATTING CARO
VANHOOREN

1946: ENIAC
- Electronic Numeric Integrator and Computer
- = the first general-purpose computer
o Primarily used to calculae artillery firing tables for the US Army
o First program: feasibility of the thermonuclear weapon (could perform
calculations x1000 faster than previous computers
o But: cumbersome and bulky machine, could not easily be programmed

1950s-1970s:
- Rapid progression of computers
- Computers  faster, smaller, more memory and perform more functions
- Computer-controlled robots and AI were articulated and refined

1970s:
- Essential elements could be shrunk down to tiny microchips
- Hardware became cheaper
- Software became easier to use
- Development of a more intuitive user interface
o From keyboard + command-line interface (CLI)  mouse and keyboard +
graphical user interface (GUI)

1980s-1990s:
- The creation of Personal Computers  widely available to the public
- Great number of devices became computer-enhanced (children’s toys,
telephones)
- = the start of the digital revolution

2000s:
- Further innovations in user interfaces
o Handheld devices (tablets, smartphones): touch-based interfaces
o Games & VR: body-based and action-oriented interfaces
o Natural language or voice user interface (VUI): spoken interface where the
user interacts with the computer by talking to it (Siri, Alexa, Google)

History of the internet:
1960s:
- Basic concept of the Internet is sketched out (Cold War)
- Connecting computers together to allow them to send information back and forth
even though geographically distant from one another
- 1969: the US Department of Defense commissioned and launched the Advanced
Research Project Association Net (ARPANET)  designed to transmit scientific
and military data
- ARPANET: led to the discovery of:
o Email (electronic mail)
o MUD (Multi-User Dungeon / Multi-User Domain = text-based role-playing
adventure game

1990:
- Decommissioning of ARPANET by the US
- 1991: birth of the World Wide Web (created by Tim Berners-Lee)
o A system for disseminating information over the internet
o Created critical ingredients to do so:
 Uniform Resource Locators (URL’s) = a web address: a
reference to a web recource that specifies its location on a
computer network and a mechanism for retrieving it
 Hypertext Markup Language (HTML) = the standard markup
language for creating web pages and web applications


3

, INTERACTIVE MEDIA & ENTERTAINMENT SAMENVATTING CARO
VANHOOREN
 Hypertext Tranfer Protocol (HTTP) = an application protocol for
distributed, collaborative, hypermedia information systems

 Implications: the Internet and computer paved the way for new interactive
entertainment
 Digital entertainment: allowing for explicit interactivity
- Computer: interactivity with content
- Internet: interactivity with content + with other people




History of social media:
1979:
- Creation of Usenet (by Tom Truscott & Jim Ellis)
o = a worldwide discussion system that allowed internet users to post public
messages
o = precursor to today’s internet for a
1997:
- Birth of the first social networking site (SNS) called SixDegrees.com
o You can set up a profile page, create a list of connections and interact
through messages
o But: too ahead of its time? People were increasingly flocking to the
internet, but most didn’t have extended networks of friends who were
online so not really useful
o Service was closed in 2000

1998:
- Founding of Open Diary
o = a SNS that brought together online diary writers into one community
- Weblog pops up at the same time
o 1999: turned into a blog

2000:
- Founding of Friendster
o Originally designed as a dating site (focused to help friends-of-friends
meet) to compete with Match.com, which was focused on introducing
people to strangers with similar interests
o Three groups of early adopters: bloggers, attendees of the Burning Man
arts festival and gay men
o Popularity grew through WOM and press coverage
o Popularity shrunk due to technical and social difficulties

2003:
- From now onward, SNS is the mainstream
- Beginning of popular SNS with the creation of MySpace
o = a Friendster rival that quickly became the go-to site for musicians and
teenagers
- Apex (2005): 25M users, 5th most popular site in US, sold to NewsCorp (for 580
million dollars)

 SNS became a global phenomenom
- While MySpace attracted the majority of media attention in the US, a variety of
SNSs were growing worldwide

2004:
- Facebook
o = SNS originally designed to support distinct college networks only


4

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 vc2000. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $9.56. 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
$9.56
  • (0)
  Add to cart