This is an experimental research paper relaying women’s stories, gathered with Sense-Making Methodology interviews, of times they felt they were addicted to video games. My analysis, and thus the framing for this paper’s “narrative”, focuses on the dynamics of power in and around the women’s lives during this period of addiction. This representation of the research paper was constructed to play with the ideas of … Continue reading Women and Video Game Addiction: Experimenting with research narratives
With Internet-based television on the rise, we are seeing various producers experimenting with at least three types of interactivity. The most common is access interactivity, which provides control to the television viewer over what to watch, when and where. Hulu, Netflix, YouTube and Facebook are examples of channels experimenting with this access interactivity. Another type is social interactivity, which provides the online television viewer a series of chat room and discussion board options for engaging with fellow viewers during the viewing of the content. A third type is content interactivity, which provides the television viewer some control over the progression of the content, such as what will happen and when.
This idea of experimenting with interactivity is a topic I’ve been working on for the past several years. Over the next several posts, I will share some of my observations on experiments with social and content interactivities. The first experiment I’ll discuss here is an attempt by a corporate producer to encourage an aggregated version of content interactivity. This case describes a special event in the season of a television series, Ghost Hunters.