Output details
34 - Art and Design: History, Practice and Theory
University of Dundee
Categorisation of new classes of digital interaction
This Leonardo journal article is focused on defining interaction within the context of digital media and creating and defining a novel and innovative multi-cultural (western and non-western) approach and definition of interactivity. Current definitions of interactivity have tended to be based on human communication theories, whilst ignoring cultural influences. Examples and contextualised definitions exploring interaction can be found in gemane publications such as the Rules of Play (K. Salen & E. Zimmerman, 2004), Online Game Interactivity Theory (M. Friedl, 2003) and the Language of New Media (L. Manovich, 2001).
The concept of a multi-digital culture together with definitions of interaction in digital media have often been overlooked by other researchers and this has created a significantly diverse and confusing set of contexts and definitions. This paper proposes and offers new insights, strategies and concepts for digital interactivity that can be interrogated through examining ‘local digital cultures’. This is achieved through utilising video game culture employed as a methodologocal ‘generative metaphor’ to interpret local digital cultures.
The paper continues to define and advance four new categories of interaction: Control based interaction, focused on the audience to medium relationship. Communication based interaction centered on the audience to audience relationship. Liminal interaction where the relationship between audience and the medium is less physical and Transitive interaction where the relationship between audience and the medium is more physical. These newly defined categories of interaction require a different approach based on unique concepts of digital culture, through a sociologically motivated understanding of ‘local’ digital cultures within western and non-western contexts.
As this paper concludes, the traditional methods for categorising interaction is no longer applicable. These new approaches to understanding local digital culture can enable, for example, video game creators and artists gain a deeper understanding of digital interaction and to develop culturally wider audiences.