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

Samenvatting Interactive Media & Entertainment

Beoordeling
-
Verkocht
-
Pagina's
42
Geüpload op
29-09-2021
Geschreven in
2020/2021

Volledige samenvatting Interactive Media & Entertainment

Instelling
Vak











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

Geschreven voor

Instelling
Studie
Vak

Documentinformatie

Geüpload op
29 september 2021
Aantal pagina's
42
Geschreven in
2020/2021
Type
Samenvatting

Onderwerpen

Voorbeeld van de inhoud

lO M oARcPSD| 3930586




Samenvatting interactive media & entertainment


Interactive Media & Entertainment (Universiteit Gent)




StuDocu wordt niet gesponsord of ondersteund door een hogeschool of universiteit
1

, lO M oARcPSD| 3930586




INTERACTIVE MEDIA & ENTERTAINMENT
1. INTRODUCTION

• Interactive media and entertainment
‘’The use of interactive platforms for entertainment purposes’’

o ENTERTAINMENT
▪ = Form of activity that holds the attention and interest of an audience, that gives
pleasure and delight
▪ Forms:
• Exhibition entertainment (museums, fairs)
• Live entertainment (comedy, opera…)
• Media entertainment (film, tv, music…) !!!
▪ Can have serious purpose:
• Achieving insight, intellectual growth…
▪ Used for pragmatic goals
• Advertise and promote
• Teach and train
• Inform

o INTERACTIVE MEDIA
▪ = Media that allow for interactivity with the audience
• Inter: between, implying a two-way exchange (dialogue)
• Active: doing something, being involved/engaged in the activity
➔ Active relationship between the audience and the medium content
➔ Digital media (via computer, programmed)!
▪ Different way of relating to medium content
• Passively enjoying → traditional media
o Watching, listening…
• Interactively enjoying
o Become a participant
o Control what happens

▪ TYPES OF INTERACTIVITY:
• Cognitive interactivity
o Interpretative participation (ex. In story, thinking about it)
• Functional interactivity
o Utilitarian use (ex. Tv remote control)
• Explicit interactivity !!!
o Exerting influence on shaping media content (ex. Following
hyperlinks, playing a video game)
• Beyond-the-object interactivity
o Interacting with media outside the content itself (ex.
participating in fan culture, fan communities, create fan art)




2

, lO M oARcPSD| 3930586




• Interactive media & entertainment
o Very young, only coming into being in the mid-twentieth century with the development of
computer technology
o Still growing & evolving
o Vast field
• Internet & social media ; mobile devices & apps ; interactive tv; smart toys & robots; digital games;
augmented & virtual reality
• Interactive media: offers audience two gifts
o Ability to control aspects of the medium content → agency
o Ability to make choices and see the result of those choices
➔ each user in control of his own path through the material
➔ interactivity can’t truly be a mass audience experience

INTERACTIVE MEDIA AND ENTERTAINMENT: FIELDS OF STUDY
• COMMUNICATION SCIENCES
o Digital communication takes over most areas of traditional communication (bv. e-mail)
o Rise of new forms of interactive media (bv. social media, VR)
o Divisions with specific focus (ICA: International Communication Association):
▪ Communication and technology (CAT)
• Search about roles played by information and communication
technologies in the processes of human communication
▪ Game studies
• Study of games and the game experience
• Multidisciplinary approaches
▪ Information systems
• Concerned with information, language and cognitive systems
• Include: studies of information flows, human interface with
communication technology and life in an information society
• RESEARCH FIELD
Multidisciplinary research field
o Important areas (situated at the intersection of computer sciences, engineering, design,
psychology, media studies…):
▪ Human-computer interaction (HCI)
• Focus on the design and use of computer technology
o Interfaces between users and computers
o Methods and theories with regards to
▪ Designing new computer interfaces + optimizing the
design of existing computer interfaces
• Learnability, findability, efficiency of use …
▪ Usability and user experience
▪ Human-computer use and sociocultural implications
▪ Media and entertainment studies
• Focus on the content, history and effects of media (digital and interactive
media)
o psychological effects (neg: addiction; pos: problem-solving)
o motivations for media use
o gender studies
o community buildings
o entertainment-education
o marketing



3

, lO M oARcPSD| 3930586




2. HISTORY, C H A R A C T E R I S T I C S A N D E F F E C T S O F I M E P T . 1
INTERACTIVE ENTERTAINMENT
• Existed before the invention of computers
o Most forms of human entertainment are ‘interactive’
o Vb: team sports, music concerts, card games…


THE BIRTH OF DIGITAL ENTERTAINMENT
• Development of the modern computer → brand new form of interactive media: entertainment
made possible through digital media that allow for explicit interactivity
HISTORY OF THE COMPUTER:

• 1890
o Hollerith & Powers
o Punch-card machine
▪ Machine that could perform computations using punch-card technology (storage)
o Designed to speed up the computations for the US Census Bureau
o Workhorses of the business and scientific world

• WOII
o Urgent need for machines that could swiftly perform complex calculations
o Earliest computers: specific purposes
▪ Breaking a specific code
▪ Solving a specific type of equitation
o New code equitation → new machine
o Need for more general purpose calculator/computer

• 1946
o ENIAC (Electronic Numeric Integrator and Computer)
▪ First general-purpose computer
• Primarily used to calculate artillery firing tables (feasibility of the
thermonuclear weapon)
• Could perform calculations 1000x faster than previous computers
▪ BUT:
• Bulky machine
• Could not be easily reprogrammed
• Next three decades
o Computer technology progressed rapidly
▪ Smaller, smarter computers
▪ More memory
▪ Capable of performing more functions
▪ Concepts: AI and computer-controlled robots were articulated & refined

• 1970s onwards
o Microchip with the essential elements
o Cheaper hardware
o Software became easier to use
➔ More intuitive user interface
▪ From keyboard + command-line interface (CLI)
▪ To mouse & keyboard + graphical user interface (GUI)




4
€5,99
Krijg toegang tot het volledige document:

100% tevredenheidsgarantie
Direct beschikbaar na je betaling
Lees online óf als PDF
Geen vaste maandelijkse kosten


Ook beschikbaar in voordeelbundel

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.
juliene Universiteit Gent
Volgen Je moet ingelogd zijn om studenten of vakken te kunnen volgen
Verkocht
38
Lid sinds
5 jaar
Aantal volgers
32
Documenten
23
Laatst verkocht
10 maanden geleden

0,0

0 beoordelingen

5
0
4
0
3
0
2
0
1
0

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 iDeal of creditcard en download je PDF-document meteen.

Student with book image

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

Alisha Student

Veelgestelde vragen