Tuesday, August 23, 2011

What Is Interactivity?


A quick, cursory answer would simply say that interactivity merely requires the input of the observer. If this is the case, then interactivity has been present since the beginning of time. Storytelling around a fire would be considered the basis for interactivity. Although the fire statement is very true, it is not solely for this reason. The story teller at that camp fire also knew a little about how things must be told to ensure that the listeners could listen and learn about their hunt. If the story wasn’t told in a way to get the listeners excited, no one would be awake at the end of the tale.
Interactivity in today’s world is much more complex and involved. The layers of interactivity in games and stories include every facet of the environment. Should all objects be interactive? Should any? Which ones? Is the storyline interactive? Is it linear or non-linear? Is the player able to alter the reality of the game through their actions? Can the software support it? Can the reader choose their path in the story? Can the role of the hero/heroine be altered? Does the fact that the player/reader even chose that story constitute interaction? All of these factors and many more, can determine the level of interactivity of a story or game.
To be most engaging, it is my personal opinion that memorable characters must be set in a story with an almost universal theme. Plot twists and foreshadowing can keep any one engaged in a story. Providing players with a way to influence the line and outcome of that story is a way to insure that they wish to continue interacting with it for years to come.
Sims, R. (1997). Interactivity: A Forgotten Art? Retrieved October 18, 2010 from Instructional Technology Research Online: http://www2.gsu.edu/~wwwitr/docs/interact/.

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