INTERACTIVE MEDIA AND
ENTERTAINMENT
Academiejaar 2020/2021
PROF. LAURA HERREWIJN
,INTRODUCTION
End competences of the course
̶ To have profound knowledge and understanding of the conceptual, theoretical, historical and
methodological background of (research on) interactive media and entertainment.
̶ To be able to critically reflect on and discuss recent issues and developments within the field, as well
as own experiences with interactive media and entertainment.
̶ To be able to assess the usability and user experience of an interactive media application (e.g. a
digital game), individually as well as in group.
̶ In group, be able to write a critical insights paper on the experiences with an interactive media
application (e.g. a digital game).
̶ To show flexibility, capacity for adaptation and creativity in fulfilling the group assignment.
The tittle of this course: Interactive media + entertainment?
Definition: The use of interactive platforms for entertainment purposes”
Britt Moens 1
Marie De Rick
,ENTERTAINMENT
Entertainment = is a form of activity that holds the attention and interest of an audience, that gives pleasure
and delight
o Exhibition entertainment (e.g. amusement parks, fairs, art exhibits, museums,…)
o Live entertainment (e.g. theatre, concerts, sports, parties,…)
o Media entertainment (e.g. film & TV, music, literature, digital games,…) → For this course
• It can also have a serious purpose (e.g. achieving insight, intellectual
growth)
o The experience of being entertainment has to be associated
with entertainment, but it has also informational goals
(achieving insight and intellectual growth)
• And/or be used for other, more pragmatic goals: to advertise and
promote, to teach and train, to inform …
o Also be used in service to others (pragmatic) such as
advertising (commercial communication)
• Also, other things: Train and educate people (in a classroom), inform us (films/games on WW2)
→ ENTERTAINMENT NOT ONLY FOR FUN!
INTERACTIVE MEDIA
We are not interested in the wide way, kind of entertainment that is possible trough interactive
media
• Interactive media = media that allow for interactivity with the audience
Britt Moens 2
Marie De Rick
, o inter: “between”, implying a two-way exchange
o active: “doing something”, being involved/engaged in the activity
→ Active relationship between the audience and the medium content
→ Digital media!
Interactive media offer a profoundly different way of relating to medium content
1. Passively enjoying a form of entertainment: you are merely watching, listening,
reading (+ making connections in your mind, questioning things) → traditional media
• Not actively interaction with the content
2. 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,...
4 Types of interactivity with media (Salen & Zimmerman, 2004):
• Cognitive interactivity: interpretative participation
o reading a story but also making connection in your mind. This interactivity happens in your own
mind.
• Functional interactivity: utilitarian use
o Switching channels with your TV remote control, turning the volume up/down. More functional,
how we are using our media but not related to the content.
• Explicit interactivity: exerting influence on, shaping media content→ important one in this course
o Playing a game, clicking links online (following hyperlinks)
• Beyond-the-object interactivity: interacting with media outside the contents itself
o by participating in fan culture, fan communities, create fan art
Britt Moens 3
Marie De Rick