100% tevredenheidsgarantie Direct beschikbaar na je betaling Lees online óf als PDF Geen vaste maandelijkse kosten 4,6 TrustPilot
logo-home
Samenvatting

VOLLEDIGE SAMENVATTING Interactive Media And Entertainment

Beoordeling
-
Verkocht
-
Pagina's
63
Geüpload op
03-05-2021
Geschreven in
2023/2024

VOLLEDIGE SAMENVATTING Interactive Media And Entertainment












Oeps! We kunnen je document nu niet laden. Probeer het nog eens of neem contact op met support.

Documentinformatie

Geüpload op
3 mei 2021
Aantal pagina's
63
Geschreven in
2023/2024
Type
Samenvatting

Onderwerpen

  • ime

Voorbeeld van de inhoud

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

Maak kennis met de verkoper

Seller avatar
De reputatie van een verkoper is gebaseerd op het aantal documenten dat iemand tegen betaling verkocht heeft en de beoordelingen die voor die items ontvangen zijn. Er zijn drie niveau’s te onderscheiden: brons, zilver en goud. Hoe beter de reputatie, hoe meer de kwaliteit van zijn of haar werk te vertrouwen is.
BrentUGent Universiteit Gent
Bekijk profiel
Volgen Je moet ingelogd zijn om studenten of vakken te kunnen volgen
Verkocht
305
Lid sinds
5 jaar
Aantal volgers
207
Documenten
159
Laatst verkocht
3 weken geleden

3,6

21 beoordelingen

5
4
4
10
3
4
2
1
1
2

Recent door jou bekeken

Waarom studenten kiezen voor Stuvia

Gemaakt door medestudenten, geverifieerd door reviews

Kwaliteit die je kunt vertrouwen: geschreven door studenten die slaagden en beoordeeld door anderen die dit document gebruikten.

Niet tevreden? Kies een ander document

Geen zorgen! Je kunt voor hetzelfde geld direct een ander document kiezen dat beter past bij wat je zoekt.

Betaal zoals je wilt, start meteen met leren

Geen abonnement, geen verplichtingen. Betaal zoals je gewend bent via Bancontact, iDeal of creditcard en download je PDF-document meteen.

Student with book image

“Gekocht, gedownload en geslaagd. Zo eenvoudig kan het zijn.”

Alisha Student

Veelgestelde vragen