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Manipulative Media

Interactive media engages users through inputs that affect outputs. Common types are websites and video games. Interactivity refers to the communication between humans and software. Popular platforms for interactive media include mobile apps, 3D TV, multiplayer video games, role-playing games, and massively multiplayer online role-playing games. Emerging interactive media includes interactive television that allows viewers to select programs, participate in games, and choose alternate endings.

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100% found this document useful (2 votes)
3K views3 pages

Manipulative Media

Interactive media engages users through inputs that affect outputs. Common types are websites and video games. Interactivity refers to the communication between humans and software. Popular platforms for interactive media include mobile apps, 3D TV, multiplayer video games, role-playing games, and massively multiplayer online role-playing games. Emerging interactive media includes interactive television that allows viewers to select programs, participate in games, and choose alternate endings.

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awawaewqeqeqw
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MANIPULATIVE MEDIA

Interactive Media – a method of communication in which the program's outputs depend on the
user's inputs, and the user's inputs in turn affect the program's outputs. Interactive media engage
the user and interact with him or her in a way that non-interactive media do not.
Websites and video games are two common types of interactive media. (Definition taken from
Investopedia via http://www.investopedia.com/terms/i/interactive-media.asp)

Interactivity – the communication process that takes place between humans and computer
software. The most constant form of interactivity is typically found in games, which need a
continuous form of interactivity with the gamer. Database applications and other financial,
engineering and trading applications are also typically very interactive.

PLATFORMS OF INTERACTIVE MEDIA

 Mobile apps - a software application developed specifically for use on small, wireless
computing devices such as smartphones and tablets, rather than desktop or laptop
computers.

 3D TV - a television display technology that enables a three-dimensional effect, so that


viewers perceive that an image has depth as well as height and width, similar to objects in
the real world.

 Video games (multi-player) - a game played by electronically manipulating images produced


by a computer program on a television screen or other display screen. Multiplayer games
allow two or more players to play with one another or play together.

 Role-playing games (RPG) - a game in which players assume the roles of characters in a
fictional setting. Players take responsibility for acting out these roles within a narrative, either
through literal acting or through a process of structured decision-making or character
development.

 Massively Multiplayer Online Role Playing Game (MMORPG) - any story-driven online video
game in which a player, taking on the persona of a character in a virtual or fantasy world,
interacts with a large number of other players.

 Interactive websites (pools, surveys, exams, exercises)

 Virtual reality and immersive environments - the computer-generated simulation of a


threedimensional image or environment that can be interacted with in a seemingly real or
physical way by a person using special electronic equipment, such as a helmet with a screen
inside or gloves fitted with sensors.

 Social media - websites or online services where users (actual people) are the creators and
consumers of the content, and where social interactions (commenting, liking, posting, talking)
are the main features of content. Examples are Facebook, Twitter, Instagram, Snapchat, Vine,
etc.

WAYS OF INTERACTING IN THE INTERNET

 Online shopping - compare prices; compare features of similar items; add to cart; choose
payment type; track delivery; get advice from experts; search products; check local
availability; get product recommendations.

 Online gaming - choose a game; play with computer; play with others; choose a level, in-
game customization, etc.

 Online classes - interact with content; interact with instructors; interact with classmates.

 Chat - group chat; search groups; search friends; translate language.

 News and information - exchange information; give reaction; news on demand; monitor
views.

 Videos - choose your own adventure; get multimedia content; experience game elements.

TYPES OF INTERACTIVITY

 Click on images

 Hotspot - a special region to act as a trigger to another web page. The hotspot could be a
circle, triangle, rectangle or polygon.

 Rollover - an image or portion of an image that changes in appearance when the mouse
cursor moves over it.

 Tabs - clicking on them displays a relevant content with an appropriate graphic.

 Timeline - a menu slide that branches to different events.


 Numbers/processes - the number of clicks and the time spent in an interactive function
provide data points.

 Slideshow - non-linear interactive slideshow where the pathway through the show is
determined by the user's interaction with it.

 Frequently asked questions (FAQs)

 Flip cards - a card that when clicked flips to display a description and other information.

EMERGING INTERACTIVE MEDIA

 Interactive television - also known as ITV or iTV. A form of media convergence, adding data
services to traditional television technology. Throughout its history, these have included on-
demand delivery of content, as well as new uses such as online shopping, banking, and so
forth. ITV enables the viewer to issue commands and give feedback information through an
electronic device called a setup box. The viewer can select which program or movie to watch,
at what time, and can place orders in response to commercials. New setup boxes also allow
access to email and e-commerce applications via internet.

 Allow viewers to participate in games shows - viewers compete with on-screen contestants

 Select alternate endings to their favorite program

 Encourage children to interact with educational programs

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