Six basic types of interactivity can be found in almost every form of interactive entertainment. Which of the following is NOT of the six types of interactivity?
The user can send information
The user can receive or acquire things
The user can communicate with other characters
...
six basic types of interactivity can be found in a
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Six basic types of interactivity can be found in almost every form of interactive entertainment.
Which of the following is NOT of the six types of interactivity?
The user can send information
The user can receive or acquire things
The user can communicate with other characters
The user can control virtual objects
The user can move through the program in a free manner
The user inputs a stimulus; the program produces a response
The user will receive information in a fixed order correct answers The user will receive
information in a fixed order
True or False: Without interactivity, digital entertainment would simply be a duplicate of
traditional entertainment, except in a digital form rather than an analog form. Essentially, the
experience of "consuming" the entertainment would be exactly the same. correct answers True
It is possible to marry the entertainment qualities of games and storytelling to other projects that
are designed to be more functional. The industry has created new words to describe this
marriage. Which of the following are industry standard phrases for these marriages? correct
answers X Education + Entertainment = Edutainment
None?
One of the hallmarks of a successful interactive production is that it envelopes the user in a fully-
involving environment. The user interacts with the virtual world and the characters by
stimulating as many of the five senses as possible. This is known as: correct answers Immersion
If you examine most interactive works, they are constructed on a gaming model. What is a
"gaming model?" correct answers A gaming model involves competition, obstacles, and a goal;
achieving the goal is usually a work's driving force.
, In order to participate in the raging game-story debate, it is helpful to first have a clear grasp of
what different experts believe makes the two forms unique and different from each other, and
where they may be alike.
For instance, Janet H. Murray, author of, Hamlet on the Holodeck, suggests that games provide
us with a way to give meaning to important life experiences and to provide us with emotional
release. Which of the following "real life" examples does Murray use to make her argument?
Being faced with an emergency and surviving it
Taking a risk and being rewarded for acting courageously
Being confronted with a difficult test of skill and achieving a successful outcome
Being confronted by an antagonist and achieving a successful outcome
All of the above correct answers All of the above
Interactivity is one of only two possible ways of relating to content; the other way is to relate to
it (blank) . If you are (blank) enjoying a form of entertainment, you are doing nothing more than
watching, listening, or reading. But if you are experiencing an interactive form of content, you
are directly involved with the material; you are a participant. correct answers Passively
Interactivity impacts content. When you start offering interaction through the six basic types of
interactivity, the users expect to be offered a selection of choices. However, by offering the users
choices, you give up your ability to: correct answers Tell a linear story
Greg Roach, CEO of HyperBole Studios, is considered a digital media pioneer. He believes that
"Interactivity is fundamentally a dialogue between a user and the material." Which sentence best
describes what he means by that? correct answers The user provides the input; the input is
responded to.
The users/players/visitors who participate in interactive entertainment are given two gifts that are
never offered to audiences of passive entertainments. What are they? correct answers Choice and
Control
What the audience does in terms of relating to the material is one of the most profound
differences between interactive and passive entertainment. In fact, interactive storytellers rarely
use the word "audience." Instead, they use the words:
"Player" or "Gamer"
"Visitor" or "Participant"
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