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VOLLEDIGE SAMENVATTING Interactive Media And Entertainment

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VOLLEDIGE SAMENVATTING Interactive Media And Entertainment

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  • 3 mei 2021
  • 63
  • 2023/2024
  • Samenvatting
  • ime
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BrentUGent
SAMENVATTING
INTERACTIVE MEDIA
AND ENTERTAINMENT
2020-2021

,lOMoARcPSD|5058758

, lOMoARcPSD|5058758




Inhoudsopgave
1. Introduction............................................................................................................................................... 5
2. History, characteristics, fields of study......................................................................................................6
2.1. History of interactive entertainment....................................................................................................6
2.1.1. Entertainment throughout the ages..............................................................................................6
2.1.2. Interactive entertainment: old and new........................................................................................8
2.1.3. The birth of digital entertainment..................................................................................................8
2.1.4. History of the computer................................................................................................................8
2.1.5. History of the internet................................................................................................................... 9
2.2. Digital entertainment: characteristic..................................................................................................10
2.3. Interactive media and entertainment: fields of study.........................................................................11
2.3.1. Communication sciences........................................................................................................... 11
2.3.2. Communication and technology.................................................................................................11
2.3.3. game studies............................................................................................................................. 12
2.3.4. Information studies.................................................................................................................... 12
2.3.5. Research area........................................................................................................................... 12
2.3.6. Human computer interaction......................................................................................................12
2.3.7. Media and entertainment studies...............................................................................................13
3. User experience...................................................................................................................................... 14
3.1. Understanding User experience.......................................................................................................14
3.2. Involvement, immersion & flow.........................................................................................................15
3.2.1. Bottom-up experience model: digital entertainment...................................................................16
3.2.2. Bottom-up experience model: digital games..............................................................................16
3.2.3. Immersion.................................................................................................................................. 19
3.2.4. Flow........................................................................................................................................... 19
3.3. Enjoyment & appreciation................................................................................................................. 21
3.4. Measuring user experience.............................................................................................................. 23
4. User experience, preferences and continuation of use...........................................................................25
4.1. Motivation......................................................................................................................................... 27
4.1.1. New media, new gratifications...................................................................................................28
5. Virtual environments............................................................................................................................... 32
5.1. Definitions and types of VEs............................................................................................................. 32
5.2. History of Virtual environments.........................................................................................................32
5.2.1. History of digital games.............................................................................................................. 32
5.2.2. History of virtual worlds.............................................................................................................. 33


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, lOMoARcPSD|5058758




1.1.1.History of virtual worlds.............................................................................................................31
1.2. Increasing importance of VEs...............................................................................................31
1.2.1.History of virtual reality....................................................................................................33
1.2.2.History of augmented reality..........................................................................................34
1.3. User motivations for VEs.......................................................................................................35
1.4. Characteristics and effect VEs..............................................................................................36
1.4.1...........................................................Characteristics: Multi-modal sensory stimulation 36
1.4.2.Characteristics Vividness...............................................................................................37
1.4.3.Characteristics: Interactivity...........................................................................................37
1.4.4.Psychological effects: User experience.........................................................................................37
1.4.5.Psychological effects: Presence....................................................................................38
1.4.6.Psychological effects: Cybersickness............................................................................................38
1.4.7.Effects: representation of people...................................................................................38
1.4.8. New Theoretical constructs: TSI...................................................................................40
1.5. Applications of VEs................................................................................................................42
1.5.1.Applications: Space.........................................................................................................42
1.5.2.Applications: Medical......................................................................................................42
1.5.3.Applications: Therapy.....................................................................................................43
1.5.4.Applications: Military.......................................................................................................43
1.6. The study of VEs in social sciences.....................................................................................43
8. Interactive journalism....................................................................................................................45
8.1.News visualizations................................................................................................................45
8.2.Immersive Journalism............................................................................................................45
8.3.News games...........................................................................................................................46
8.4.News Chatbots........................................................................................................................46
9. Social and interactive television..................................................................................................48
9.1.Social interactive television...................................................................................................48
9.2.Future of interactive TV?.......................................................................................................49
10. Social media.................................................................................................................................50
10.1.History of social media.........................................................................................................50
10.2.Definitions and types of social media................................................................................51
10.3.Social media myths..............................................................................................................55
11. Interactive media and persuasive communication............................................................................56
11.1.IME that looks to promote and advertise...........................................................................56
11.2.IME that looks to teach and train........................................................................................59



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