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Multimedia Technology and consumption (INTERACTIVITY (USER GENERATED…
Multimedia Technology and consumption
TECHNOLOGICAL CONVERGENCE
USING ONE DEVICE TO VIEW AND ACCESS MANY DIFFERENT PRODUCTS
USING MANY DIFFERENT DEVICES TO USE SIMILAR PRODUCTS
INTERACTIVITY
CONTROLLING GAMEPLAY
USER GENERATED CONTENT
YOUTUBE
IMAGES OR VIDEOS SENT IN TO PRODUCERS TO BE INCLUDED IN A SHOW
DIGITAL EDITS
FAN BASED
HYPERLINKS
DISSCUSSION BOARDS
FANS CAN UPLOAD THEIR OWN RELEVANT CONTENT
'RED BUTTON' TV MENUS
EMAIL OR LETTERS TO REPLY TO/INTERACT WITH NEWSPAPERS AND MAGAZINES
PERSONALISATION
ALLOWS THE CONSUMER TO TAILOR THEIR EXPERIENCES
EXAMPLES
LOGGING IN
REPRESENTS USER'S PERSONALITY
DIGITAL MENUS
HARD DISC RECORDERS
RECORD FAVOURITE SHOWS
ADAPTING INTERFACES
PLAYLISTS
ONLY MUSIC/ SHOWS THAT THE CONSUMER LIKES
KEY WORDS
IMMEDIACY
CONTENT CAN BE ACCESSED ON COMMAND
ACCESS
USER FRIENDLY
CONVENIENCE
MEDIA FREELY AVAILABLE
PORTABILITY
CONTENT CAN BE ACCESSED ON THE MOVE
CONNECTIVITY
REMOVES GEOGRAPHIC BOUNDARIES
HOW DO PRODUCTS AND CONSUMERS INTERACT?
INTERACTIVITY
X-FACTOR
PUBLIC VOTE
VIEWERS HAVE A SAY IN THE RESULTS OF THE SHOW
APP
PERSONALISATION
FACEBOOK
LOG-IN
CAN REPRESENT PERSONALITY
SELF-GENERATED CONTENT
USERS UPLOAD THEIR OWN MEDIA
DISCUSSION
USERS CAN COMMENT AND INTERACT WITH EACH OTHERS CONTENT
HYPERLINKS
LEADS TO OTHER WEBSITES