What is interactivity?
Journal of Aesthetic Education 43 (4):pp. 53-73 (2009)
| Abstract | I argue that the term "interactive" should be considered a general-purpose term that indicates something about whatever it is applied to, whether that is art, artifact, or nature. I base my definition in the notion of "interacting with" something. First, I look for essential features of this relation, and then using these features, I develop a notion of interactivity that can help distinguish the interactive from non-interactive arts. Although I am skeptical of the benefits interactivity affords, interactive artworks are significant in that they are the first instances of mass art to be truly "concreative." Prior to building a definition of interactivity, I provide a novel reading of Collingwood in order to revive his notion of "concreativity" for contemporary application. In order to develop my theory of interactivity as mutual responsiveness, I analyze four problematic definitions of interactivity: (1) the control theory, (2) the making use theory, (3) the input/output theory, (4) Dominic McIver Lopes' modifiable structure theory, and (5) Janet Murray's procedural/participatory theory. In each case, I reveal a problem that my final notion solves. After presenting a definition of interactivity, I defend the viability of my theory against skeptical remarks that interactivity is a useless concept. To highlight the significance of my analysis, I analyze an argument against the value of concreative art—that interactivity is incompatible with narrative immersion. | |||||||||
| Keywords | interactivity video games videogames concreative | |||||||||
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Aaron Smuts (2005). Are Video Games Art? Contemporary Aesthetics 2.
Edwin Alexander (1980). Metabolic Interactivity. Philosophy and Social Criticism 7 (1):72-97.
Gulnara Z. Karimova (2011). Can Level of Interactivity Be Measured? Empedocles 2 (2):291-304.
David Z. Saltz (1997). The Art of Interaction: Interactivity, Performativity, and Computers. Journal of Aesthetics and Art Criticism 55 (2):117-127.
Martin Kuhn (2007). Interactivity and Prioritizing the Human: A Code of Blogging Ethics. Journal of Mass Media Ethics 22 (1):18 – 36.
Aaron Smuts (2003). Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW] Film-Philosophy 7 (54).
Grant Tavinor (2009). The Art of Videogames. Wiley-Blackwell.
P. -L. Curien (2003). Symmetry and Interactivity in Programming. Bulletin of Symbolic Logic 9 (2):169-180.
Aaron Smuts & Jonathan Frome (2004). Helpless Spectators: Suspense in Videogames and Film. Text Technology 1 (1):13-34.
Aaron Smuts (2005). Video Games and the Philosophy of Art. American Society for Aesthetics Newsletter.
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