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CH 12 Interactive Media; Interactive Mass media are platforms that…
CH 12 Interactive Media; Interactive Mass media are platforms that attract audiences who want to create their own media experiences for purposes of competition or cooperation
Competitive experience; compete against each other,
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Attraction to the electronic game; Electronic games offer players an intense way to satisfy two kinds a need emotional as well as cognitive- emotions are more intense than in real life- game starts out easier and then gets harder- a sense of control
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MMORPG's; are designed to attract a certain kind of audience them to condition the audience into continually play the cyber world is more important than the real world
Marketing electronic games; Whos is the market for the games- Socializers are players who like to interact with other players- want challenges
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Cooperative experience; more people use interactive media platforms for cooperative experience them for competitive experienced
Friendship: give individuals the opportunity to create a public profile and connect with visitors on their side and share personal information
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Opinion sharing: The most popular type of interactive platform that allows people to share their opinions is the blog blogs and websites were individuals those personal opinions and invite responses from readers
Acquisitions experiences
Music A guy named Shawn developed NAPSTER Which allowed users to connect with music files on thousands of individuals computer that’s enabling and use you to download any recorded music in existence for three
Video: there are many sites where users can access and download videos some of these are interactive and now users to upload videos
Information: some websites provide search engines that direct users to other websites were specific information exit such as Google which gets more than 5.7 billion searches daily
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Media literacy with interactive messages; Personal implications are things you need to consider as an individual so that you can avoid the risks of negative of effects an increase the probability of positive effects. The broader implications refer to the way the increasing use of the interactive platforms has been changing society and economy- online shopping; physical stores close but other jobs open up for tech
difference between opportunity & addiction - keep your own personal goals in mind