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Choose your own adventure: the future of interactive media
Thesis   Open access

Choose your own adventure: the future of interactive media

Rachel E. Meirson
Master of Science (M.S.), Drexel University
Feb 2020
DOI:
https://doi.org/10.17918/00000199
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Abstract

Interactive multimedia Interactive television Arts--Management Plot-your-own stories
Before the advent of technology, the term "interactive" did not exist in the same way it does today. All forms of entertainment from theatre to sports were inherently interactive. The introduction of technology to the world became the catalyst for defining interactivity. As technology has advanced, interactivity has been reproduced in traditionally passive media such as radio, film, and television to varying degrees of success. These attempts have relied on technological advancements to redefine what "interactive" means. In the next few years, new technologies such as ATSC 3.0, WiFi 6, and 5G will roll out affecting the production and distribution of new content. This thesis sets out to determine how these technologies and the data gathered from interactive experiences will affect the future of interactive media.

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