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Samenvatting Interactive Media & Entertainment

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Escuela, estudio y materia

Institución
Estudio
Grado

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Subido en
9 de enero de 2022
Número de páginas
135
Escrito en
2020/2021
Tipo
Resumen

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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
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