Transcript
Page 1: Avatars, Audiences and Interactive Television

Avatars, Audiences and Interactive Television: Television productions in Second Life exemplifying the possibilities

of interactive television

CarrieLynn D. ReinhardDominican University

Pooky AmsterdamPookyMedia

Page 2: Avatars, Audiences and Interactive Television

Interactive Television (iTV)

• History of iTVo Winky Dink and You (1953)o Technologies to increase

interactivity• Developed for TV sets• Appropriated for TV

broadcasting

• Intentionso Empower to control TV useo Impact delivery platform or

content

• Best matched with Interneto Inherent interactivity = best fit

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Three Types of Interactivity

• Content control

• Content sharing

• Content editing

Access interactivity

Social interactivity

Content interactivity

Synchronous

Asynchronous

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Virtual World Television• Virtual World Television (VWTV)

o Multiple users coordinating synchronouslyo Multi-part fictional, non-fictionalo Live streamed or post-production

• Importance of projecto Second Life users become television producerso Producing iTV, to various degrees

simultaneously:• Access interactivity• Social interactivity• Content interactivity

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VWTV Project• Project’s participants

o 54 television series produced in-worldo Interviewed 23 producers of 39 series

• Project’s interviews focused on:o Entering Second Life and creating their serieso Ideas series' design and audience’s role o What challenged by and learned abouto How helped and hindered during productiono How see VWTV relate to traditional TVo How see VWTV’s future

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Three Types of Programming

1. Live studio audience encouraged to

participate

2. Live studio audience not encouraged to

participate

3. No live studio audience

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Access Interactivity• Networks serve as collective

agencies• Exhibition in-world and online

o Specialized in-world add-onso In-world exhibition areaso Online video sharing platformso Specialized website hosting

• Recording & viewing optionso Live but recorded for archivalo Recorded, post-production, for archival

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Social Interactivity• Text channels for synchronous communication

o Chatbridges: Constructive cacophonyo Encourage audience discussion during production

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Content Interactivity• Chatbridge

communicationo Content

progression: suggestions impact content

• De facto crew memberso Glitch checkingo Performance as

participation

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Discussion• Remediates access and social interactivities

of traditional TVo Timeshiftingo Social TV

• Remediates TV formats promoting content interactivityo AudienceParticipanto “Lucky Viewer” responsiveness

• True content interactivity in ability to enter production processo UserProducero AudienceCrew

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Conclusion• Virtual world: social medium, user-

generatedo Television channel: access interactivityo Virtual living room: social interactivityo Television studio: content interactivity

Access Interactivi

ty

Social Interactiv

ity

Content Interactiv

ity

Virtual World Technology

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Thank You For Listening…

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