100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached 4.6 TrustPilot
logo-home
Summary

Full summary of Interactive Media And Entertainment

Rating
-
Sold
-
Pages
63
Uploaded on
03-05-2021
Written in
2023/2024

Full summary of Interactive Media And Entertainment

Institution
Course











Whoops! We can’t load your doc right now. Try again or contact support.

Written for

Institution
Study
Course

Document information

Uploaded on
May 3, 2021
Number of pages
63
Written in
2023/2024
Type
Summary

Subjects

Content preview

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


1

, 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



2
$4.49
Get access to the full document:

100% satisfaction guarantee
Immediately available after payment
Both online and in PDF
No strings attached


Also available in package deal

Get to know the seller

Seller avatar
Reputation scores are based on the amount of documents a seller has sold for a fee and the reviews they have received for those documents. There are three levels: Bronze, Silver and Gold. The better the reputation, the more your can rely on the quality of the sellers work.
BrentUGent Universiteit Gent
Follow You need to be logged in order to follow users or courses
Sold
305
Member since
5 year
Number of followers
207
Documents
159
Last sold
3 weeks ago

3.6

21 reviews

5
4
4
10
3
4
2
1
1
2

Recently viewed by you

Why students choose Stuvia

Created by fellow students, verified by reviews

Quality you can trust: written by students who passed their tests and reviewed by others who've used these notes.

Didn't get what you expected? Choose another document

No worries! You can instantly pick a different document that better fits what you're looking for.

Pay as you like, start learning right away

No subscription, no commitments. Pay the way you're used to via credit card and download your PDF document instantly.

Student with book image

“Bought, downloaded, and aced it. It really can be that simple.”

Alisha Student

Frequently asked questions