100% tevredenheidsgarantie Direct beschikbaar na betaling Zowel online als in PDF Je zit nergens aan vast
logo-home
Summary PERSONEN/PEOPLE INTERACTIVE MEDIA AND ENTERTAINMENT €2,99
In winkelwagen

Samenvatting

Summary PERSONEN/PEOPLE INTERACTIVE MEDIA AND ENTERTAINMENT

 13 keer bekeken  0 keer verkocht

PERSONEN/PEOPLE INTERACTIVE MEDIA AND ENTERTAINMENT

Voorbeeld 2 van de 15  pagina's

  • 9 april 2021
  • 15
  • 2023/2024
  • Samenvatting
Alle documenten voor dit vak (24)
avatar-seller
BrentUGent
People IME
Herman Hollerith &  (History of computers) Developed a computational
James Powers machine/computer in 1890; uses punch-card technology for
computations (1st used by US census bureau to speed up
populationcounts).
 1890: machine that could perform computations using punch-
card technology.
 Used for the next 50yrs for business analysis + scientific
research (was a specific-purpose comp --> only perfomed one
specific tast/break specific code or solve specific equation.
New code/equation = build new machine).


US army + Pennsylvania  (History od computers) Designed the Electronic Numeric
University Intergrator& computer (ENIAC) in 1946 (trigger --> WWII +
need for complex computers to break code).
 1st multi-purpose computer & 1000x faster than
predecessors. US army’s first ENIAC programme was
thermonuclear weaponry.
 But --> was cumbersome & bulky + difficult to programme.


US DoD  (History of Internet) Introduced the Advanced Research
Project Association Network (ARPANET) in 1969 (Cold War
context); connects computers to exchange info despite
geographical distance (later used for scientific/academic
work).
 1990; ARPANET decommisioned, dubbed internet & opened to
the public.


Tim Berners Lee (History of internet) Creates the WWW in 1991 (system that
disseminates info over the internet) --> has 3 tools;
1. Uniform resource locators/URL’s (webadress/ reference to
webresource, its location & how to retrieve it);
2. Hypertext Markup language/HTML (language that creates
webpages & -apps);
3. Hypertext transfer protocol/HTTP (distribution & collaboration
f hypermedia). Responsible for rise of new media & SNS.


Steve Rusell (History of digital games); MIT student, develops 1st computer gamein
1962 called spacewar (2 person game, duel btn 2 spaceships).


Salen & Zimmerman List 4 types interactivity within media:
1. Cognitive interacticity (interpretative participation e.g. remote
control);
2. Functional interactivity (utilitarian use e.g. TV remote);

People IME 1

, 3. Explicit interactivity (shaping/exerting influence on media, eg
following a hyperlink, playing a game);
4. Beyond-the-game interactivity (interacting with media outside
content itself eg fan pages, fan art etc).

The development of the modern computer gave birth to a brand-new
form of interactive entertainment: entertainment made possible
through digital media that allow for explicit interactivity.


Masahiro Mori Uncanny valley --> phenomenon where animated figure/robot that
looks & behaves almost human (but not quite) arouses a sense of
unease, eeriness or revulsion in the person viewing it.


Mary Beth Oliver Discredits the assumption that entertainment media is primarily
focussed on enjoyment, via her concept sad film paradox --> the
voluntary seeking and enjoyment of content that evokes sad feelings
leading to meaningful or positively experiences bcs causes an elevation
due to reflection and appreciation of own life after the sad movie.

Theory of meta-emotions --> states that emotion is expressed on two
levels (direct level & reflective level). Individuals first asses and
appraise their emotional experience and consequently experience a
second level of emotional response based on their appraisal (direct
response to sad films = sadness, secondary, cognitive response
=appreciation, reflection, eventually enjoyment.


Knoblock-Westerwick et (related to sad film paradox) states that tragedy-induced sadness
al causes viewers to reflect on positive elements of their own lives (eg
close relationships) therefore resulting in positive emotions
towardssad films.


Hofer Mortality salience --> the awareness that your mortality/death is
inevitable (derived from the terror management theory, a fear that is
evoked when one’s instinct to avoid death clashes with the intellectual
knowledge that death is inevitable). Awareness of deathdrives one to
seek comfort in culture (eg watching sad films) to deal with
sadness/searching for meaning of life.


Oliver & Bartsch Introduced concept of appreciation (recognition & enjoyment of the
positive qualities of an object or person). Appreciation encompases
Hedonism & Eudaimonia.


Lang Limited capacity model of motivated mediated message
processing/LC4MP (Lang, 2000) --> cognitive sources are limited
during processing of mediated content. Cognitive overload (resulting

People IME 2

Voordelen van het kopen van samenvattingen bij Stuvia op een rij:

√  	Verzekerd van kwaliteit door reviews

√ Verzekerd van kwaliteit door reviews

Stuvia-klanten hebben meer dan 700.000 samenvattingen beoordeeld. Zo weet je zeker dat je de beste documenten koopt!

Snel en makkelijk kopen

Snel en makkelijk kopen

Je betaalt supersnel en eenmalig met iDeal, Bancontact of creditcard voor de samenvatting. Zonder lidmaatschap.

Focus op de essentie

Focus op de essentie

Samenvattingen worden geschreven voor en door anderen. Daarom zijn de samenvattingen altijd betrouwbaar en actueel. Zo kom je snel tot de kern!

Veelgestelde vragen

Wat krijg ik als ik dit document koop?

Je krijgt een PDF, die direct beschikbaar is na je aankoop. Het gekochte document is altijd, overal en oneindig toegankelijk via je profiel.

Tevredenheidsgarantie: hoe werkt dat?

Onze tevredenheidsgarantie zorgt ervoor dat je altijd een studiedocument vindt dat goed bij je past. Je vult een formulier in en onze klantenservice regelt de rest.

Van wie koop ik deze samenvatting?

Stuvia is een marktplaats, je koop dit document dus niet van ons, maar van verkoper BrentUGent. Stuvia faciliteert de betaling aan de verkoper.

Zit ik meteen vast aan een abonnement?

Nee, je koopt alleen deze samenvatting voor €2,99. Je zit daarna nergens aan vast.

Is Stuvia te vertrouwen?

4,6 sterren op Google & Trustpilot (+1000 reviews)

Afgelopen 30 dagen zijn er 53022 samenvattingen verkocht

Opgericht in 2010, al 14 jaar dé plek om samenvattingen te kopen

Start met verkopen
€2,99
  • (0)
In winkelwagen
Toegevoegd