Difference between revisions of "Interactivity"
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1. Interaction between viewers/players and the story itself. An example of this would be the fan decision on whether or not [[Bree]]/[[Daniel]] should go to [[Jonas house]]. | 1. Interaction between viewers/players and the story itself. An example of this would be the fan decision on whether or not [[Bree]]/[[Daniel]] should go to [[Jonas house]]. | ||
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+ | Within this category there are three basic levels of interactivity: | ||
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+ | a) The outcome of the interactity is essentially pre-determined and the goal is to great the illusion of participation. This is commonly called "on rails" | ||
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+ | b) There are "multiple paths build" into the story/ARG and the outcome is genuinely dependent on the views/players participation. This is the typical design used in DVD games and ARGs. | ||
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+ | c) The interactivity is "dynamic". The story may have been laid out with multiple paths similar to (b) but there is a capacity to take it in an entirely new and unexpected direction if needed. | ||
2. Interaction between viewers/players and the characters that does not have any significant imparct on the story. An example of this would be the "battle rap" series of videos surrounding the [[Maddison Atkins]] story. | 2. Interaction between viewers/players and the characters that does not have any significant imparct on the story. An example of this would be the "battle rap" series of videos surrounding the [[Maddison Atkins]] story. | ||
3. Interactions between the viewers/players that has a tangential relationship to the web series but does not specifically affect the story or characters. An example of this would be the creation of the concept of Lonelypirates15 by fans on Lonelygirl15 comments. | 3. Interactions between the viewers/players that has a tangential relationship to the web series but does not specifically affect the story or characters. An example of this would be the creation of the concept of Lonelypirates15 by fans on Lonelygirl15 comments. |
Revision as of 16:42, 5 March 2008
This article will explore interactivity as it applies to online web series and ARGs. For a description of the broader use of the term interactivity see the Wikipedia article [1].
Definition
According to the dictionary interactive is defined as:
- 1 : mutually or reciprocally active
- 2 : of, relating to, or being a two-way electronic communication system (as a telephone, cable television, or a computer) that involves a user's orders (as for information or merchandise) or responses (as to a poll)
- in·ter·ac·tive·ly adverb
Types of interativity
There are 3 basic levels of interactivity that can take place in any web series/ARG:
1. Interaction between viewers/players and the story itself. An example of this would be the fan decision on whether or not Bree/Daniel should go to Jonas house.
Within this category there are three basic levels of interactivity:
a) The outcome of the interactity is essentially pre-determined and the goal is to great the illusion of participation. This is commonly called "on rails"
b) There are "multiple paths build" into the story/ARG and the outcome is genuinely dependent on the views/players participation. This is the typical design used in DVD games and ARGs.
c) The interactivity is "dynamic". The story may have been laid out with multiple paths similar to (b) but there is a capacity to take it in an entirely new and unexpected direction if needed.
2. Interaction between viewers/players and the characters that does not have any significant imparct on the story. An example of this would be the "battle rap" series of videos surrounding the Maddison Atkins story.
3. Interactions between the viewers/players that has a tangential relationship to the web series but does not specifically affect the story or characters. An example of this would be the creation of the concept of Lonelypirates15 by fans on Lonelygirl15 comments.