A modern Cinderella story
A comparison of viewer responses to interactive vs linear narrative in solitary and co-viewing settings
Bibliographic Data
| ID | 12656838 |
|---|---|
| Authors | Michael Sangyeob Lee (University of Houston - Clear Lake, corresponding author), Carrie Heeter (0000-0003-0382-0752, Michigan State University, corresponding author), Robert Larose (Michigan State University, corresponding author) |
| Year | 2010 |
| Volume | 12 |
| Issue | 5 |
| Pages | 779-795 |
| Publication date | 2010-02-09 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | New Media & Society (JOURNAL) |
| Journal identifiers | ISSN: 1461-4448 • E-ISSN: 1461-7315 |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/1461444809348771 |
| OpenAlex | W2095926392 |
| Language | EN |
| Citations received | 14 |
| References cited | 27 |
Interactive narratives are increasingly technologically possible and are expected to become an everyday form of entertainment, but for now actual implementations are rare. This 2 × 2 experiment compared dyadic (co-viewing) vs solitary emotional reactions watching either a linear or an interactive version of a seven-minute digital video narrative, Modern Cinderella. Eighty subjects were randomly assigned to each of the four conditions. People who watched the interactive version of Modern Cinderella reported higher enjoyment than those who watched the linear version. Story involvement, arousal and connection were not different across conditions. Those who experienced the interactive version were enthusiastic about being able to make choices. Interactive narratives appear to fall in-between high and low involvement. Co-viewing of the interactive narrative was different to solitary viewing. Those watching with another person thought less carefully about the choices and paid less attention. Solitary viewers were the more curious
Aesthetics · Art · Entertainment · Interactive media · Literature · Multimedia · Narrative · Visual arts · Computer Science · Digital Games and Media · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts
Kollektive Informationsverarbeitung von Medieninhalten
Wild, stressful, or stupid
Unraveling the Shape of Social Media Narratives
How Co-Viewing Influences Attention to TV Ads and Programs Across Connected TV (CTV) and Linear TV
From immediate community to imagined community
Network domains in social networking sites
Don't Touch That Dial
Choose Your Own Adventure
Personality in interaction
Online Media and Offline Empowerment in Post-Rebellion Tunisia
Explaining Cyber Deviance among School-Aged Youth
Co-viewing Virtually
Cinema without frames
Analyzing the Impact of Bonding and Bridging Social Capital on Economic Well-Being
Construction and Validation of a Scale to Measure Celebrity Endorsers' Perceived Expertise, Trustworthiness, and Attractiveness
Television is "easy" and print is "tough"
On-Line Interaction and Why Candidates Avoid It
Delineating Grazing
A four-part model of cyber-interactivity
Users, interactivity and generation
Searching for the Holy Grail
Interactivity
Theorizing Interactivity's Effects
A machine-like new medium - theoretical examination of interactive TV
Mass media and the concept of interactivity
Technologies without Boundaries
Assessing the Role of Emotions as Mediators of Consumer Responses to Advertising
Defining Virtual Reality
| Unique citing works | 14 |
|---|---|
| Citations per year | 0.25 |
| Citation span | 1970 - 2026 (57) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 14 |