100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Samenvatting Interactive media en entertainment Communicatiewetenschappen $5.74   Add to cart

Summary

Samenvatting Interactive media en entertainment Communicatiewetenschappen

 26 views  1 purchase
  • Course
  • Institution

Samenvatting Interactive media en entertainment Communicatiewetenschappen

Preview 4 out of 47  pages

  • November 30, 2022
  • 47
  • 2022/2023
  • Summary
avatar-seller
Interactive media en entertainment
Communicatiewetenschappen
Introduction
“The use of interactive platforms for entertainment purposes”

Entertainment: First significant gamesession per week fill in the game play diary and can be seen in three big
categories:

1. Exhibition entertainment bv amusement parks, fairs, musea
2. Live entertainment bv comedy, theatre, opera
3. Mass media entertainment bv film en tv, music, literature, digital games

It can also have a serious purpose (e.g. achieving insight, intellectual growth) and/or be used for other, more
pragmatic goals: to advertise and promote, to teach and train, to inform,…

Strongly congruent with fun -> also to achieve insight and intellectual growth -> for pragmatic goals (advertise,
promote, teach…)

Interactive media: media that allow for interactivity with the audience
- Inter: “between”, implying a two-way exchange
- Active: “doing something”, being involved/engaged in the activity
-> Active relationship between the audience and the medium content
-> Digital media

Interactivity is one of two possible ways of relating to medium content: vs. relating to it passively (→
traditional media)
Profoundly different experiences:

- Passively enjoying a form of entertainment: you are merely watching, listening, reading (+
making connections in your mind, questioning things)
- 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,...

This type of media entertainment is still very young, only coming into being in the mid-twentieth century with
the development of computer technology -> Still growing and evolving! -> Vast field…

Soorten:

- Internet en sociale media
- Mobile devices and apps
- Interactive tv
- Smart toys and robots
- Digital games
- Augmented and virtual reality

,Interactive entertainment offers members of the audience two gifts:

- The ability to control aspects of the medium content: agency
- Agency, in turn, gives the ability to make choices and to see and enjoy the results of those choices

The way one experiences interactive entertainment is so different from the way passive entertainment is
experienced that we rarely even use the word “audience” when we are talking about interactive works.
Singular rather than plural E.g. player, visitor, user

Because each user is in control of his/her own path through the material, interactivity can never truly be a
mass audience experience (vs. movies, novels,… which show the same unvarying story time after time and to
every viewer/reader)




INTRODUCTION - PART 2

WAT ZIJN DIGITAL GAMES?

Digital games are a pinnacle of interactivity. Digital games are interactive programs for one or more players,
meant to provide entertainment at the least, and quite possibly more. They are an adaptation of
“traditional game systems”, with rules, player representations, and environments managed through
electronic means.
There are different types of interactive experiences that are possible within a medium, and digital games are
able to incorporate all of them.

First types of interactivity

1. Stimulus and response:
The entertainment offers a stimulus and the user responds, or the other way around

2. Navigation:
The user can move through the program in a free-form manner. He/ she can choose what to do.

3. Control over objects:
The user can control virtual objects

4. Communication and exchange of information:
The user can communicate and exchange information with other characters (human- and computer-
controlled)

5. Acquisition:
The user can collect information, virtual objects or assets, can upgrade in status,…

6. Narrative:
The user can participate in a fictional narrative, which means that the story will develop according to
your actions.

7. Creation of an avatar:
The user can create an avatar to represent him/ her in the interactive environment, including e.g. its
physical appearance, personality traits, and skills.

,Digital games are becoming increasingly important in people’s lives. They are now the most profitable and
popular form of entertainment. Role reversal between the game industry and the movie industry has changed.
it used to be the case that movies came out and then games were made about the movies. Now we see it the
other way around. Game adaptations: There are movies made about popular games. Gaming is bigger than
every other form of entertainment.

People are spending more and more of their time playing digital games (~time that used to go to traditional
media) and there’s a ever-increasing, diverse audience:

- 64% of US households own a gaming device (average of 2 gamers per household)
- The average gamer is 34 years old
- Gamers age 18 or older represent more than 70% of the game-playing population
- 60% of Americans play digital games daily
- Adult women represent a greater portion of the game-playing population (33%) than boys under
18 (17%)
- 45% of US gamers are women

Social play: 56% of the most frequent gamers play multiplayer games at least once a week.

Health points

PRACTICAL ASSIGNMENT PROGRESS REPORT

First significant gamesession per week fill in the game play diary.

, HISTORCAL BACKGROUND, CHARACTERISTICS AND EFFECTS

Les is gebaseerd op een hoofdstuk uit een handboek (zie tekst op minerva)

We moeten met teammembers samenwerken om te winnen. -> interactiviteit in jeugdbewegingen,
intrageren met anderen, uitgaan, trouw,… ook interactie op media of met een boek wanneer we het samen
consumeren.
-> we kunnen erover discussieren, ons zaken inbeelden,… in ons collectieve gedachten intrageren
over collectieve media. ook met tv is het zo, maar meer functionele interactivity. -> alle vormen, zelfs
meer traditionele vormen van entertainment werken op een collective manier.

Interactive entertainment has existed before the invention of computers (and digital content). Most, if not
all, forms of human entertainment are ‘interactive’, with other people and props…

Wij gaan dit fenomeen, de effecten,… meer in de virtuele wereld bekijken.

THE EVOLUTION OF INTERACTIVE ENTERTAINMENT THROUGHOUT THE AGES


PARTICIPATORY DRAMAS

Myths: earliest forms of story (entertainment), telling the early history of a people or explaining a
natural/social phenomenon and typically involving supernatural or religious beings and events. Storytellers
would not just recite these myths; the entire community would reenact them → form of participatory drama.
Common themes: death, rebirth. Participants often found the experience so intense that they would undergo
catharsis

Mythes: verhalen met een thema op een collective manier betekenisgeven aan bepaalde onderwerpen. Het
had rituelen van ‘de dood’ of ‘rebirth’. Zo’n themas komen naarboven door er betekenis aan te geven op
een collective manier. = participatory dramas

In agrarian communities: rituals commemorating the death of the earth (winter) and its rebirth (spring). E.g.:
the Festival of Dionysus (ancient Greece) → a ritual retelling of the myth of Dionysus, the Greek god of wine
and fertility. Singing, dancing, playing of musical instruments, donning masks and full body costumes (e.g.
dressing as satyrs),...

Bv: agrarian communities doet aan rituelen bij de dood van het land in de winter en de rebirth in de zomer.
Het ging over een god. Gelinkt aan de seizoenen

Characteristics of these ancient participatory dramas:

- A form of role-play
- Each participant plays a highly symbolic and specific role
- They interact with each other and work toward accomplishing a certain goal
- Play out scenes that can be highly dramatic and even have life and death significance
- Masks and costumes represent important animals, ancestors, spirit figures,...
o Participants are more than mere human beings!
o They are avatars for a mythological being or spirit!
- Often multi-sensory: involving tactile feedback, aromas, motion, etc.

Included a form of role playing. Met maskers en costumes,… en tonen zo anserstors, goden … -> avatars
dus een incarnatie van een god, mythodologisch wezen,…

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller michelledewit. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $5.74. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

73314 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling
$5.74  1x  sold
  • (0)
  Add to cart