Authoring, authority & engagement

Often, interactivity is linked closely with technology.  Global communication networks such as the internet and telephones are credited as the groundworks of user/producer relationships.  Alongside the development of these relationships interaction at its core may be monitored by the use of video games and the affect model.

Firstly, for framework interactivity is defined in Audience Inter/Active as “author-text-audience relationship and that allows us to expand our understanding of communication is that which cultivates some element of user control over narrative content in a media or new media text” (Cover, 2006). To me, this most prevalent with online news articles and user comments.  Although not always beneficial for the conversation it is undoubtedly a means of which what may be considered an end user in the news consumer, becomes a news producer by generating conversation with the original producer.  Cover continues on by stating, “That is, some level of engagement with the text in the act of reading or usage that substantially and self-consciously shapes the text or the experience of its reception” this is the epitome of the comments section, as, without detracting from the article ones viewpoint may be changed but reading these sections.

Although not the technical interaction and more of a reaction, arguments of video game violence arise when discussing Video Games and engagement.  For me, the most prevalent idea discussed in the Kotaku article,  From Halo To Hot Sauce: What 25 Years Of Violent Video Game Research Looks Like by Jason Schreier, was the X Factor.  Most importantly in the findings are that the gamers were showing most aggressive tendencies when playing competitive games, and that the aggression was in no way relative to the violence of the game.  This is contrary to popular belief.   One omission from the article i find is that the author in no way recognises the distinction between long term aggression incited from video games (be they violent or not) causing terrible incidences such as the Sandy Hook shooting, and short term aggression.

A link i have noticed between my blogs within this subject are that often these issues that arise are blames on technological advancements, usually there are pre existing circumstances which are in play. I’m sure this theme will continue throughout the session.


Jason Schrier. “From Halo to Hot Sauce: What 25 Years of Violent Video Game Research Looks Like.” Kotaku, 27 Jan. 2013

Jane Dorner, “When Readers Become End-Users: Intercourse without Seduction,” Logos 4.1 (1993): 6-11.


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