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Seven interactive essays on digital nonlinear storytelling
edited by Matt Soar & Monika Gagnon

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On the Three Varieties of Interactive Media

[This a second opening intro?] 


Interactive works, whether database cinema or some other form of interactive media can be understood using the terms provided by Deleuze. Works dominated by the perception image are those that are best understood as encyclopedic in intent - their aim is to present information, and usually a lot of it. Such works include Microsoft’s original CD based Encarta encyclopedia through to Wikipedia, but can also include database cinema works that emphasise the provision of knowledge or information over story or action. In these works the interface becomes instrumental as its primary purpose is navigational and so falls within the strictures of industrial or informational interaction design. 

Interactive works that fall within the action image are aligned to computer and video gaming (though within gaming itself this typology could be usefully applied to distinguish the varieties of game), while within database cinema they are probably works that either, a) utilise some form of ‘gamification’ where users earn badges, rank or access to levels as they ‘progress’ through the work, or b) those works that have a narrative arc that presumes beginning middle and end and so encourage users to, if you like, ‘click through’ to find the end or otherwise ensure they have seen ‘it all’. 


In interactive media works that are orientated towards either the perception and action image tend not to have a voice. In using these works you do not need to listen so much as navigate, they are to be played rather than heard and so questions of navigation and architecture trump the indeterminancy and risk of an interval. To this extent they are anonymous, and often emphasise technical effect and spectacle in lieu of voice.  

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