Interactivity: a concept explication
By Spiro Kiousis. New Media & Society, 2002
691 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/a2ac8528ec447648f54fa2825d564bcf0d62e598
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Elizabeth Behm-Morawitz
- Leonard Reinecke
- Raynel G. Martis
- Nicole C. Krämer
- Hans-Juergen Bucher
- Jeroen Jansz
- Peter Schumacher
- George M. Zinkhan
In Social Psychology
- Anil Bilgihan
- Elizabeth Behm-Morawitz
- Nicole C. Krämer
- Hans-Juergen Bucher
- Jeroen Jansz
- Peter Schumacher
- George M. Zinkhan
- Ji Hee Song
In Sociology and Political Science
- Ali Abdallah Alalwan
- Ana Javornik
- Elizabeth Behm-Morawitz
- Anil Bilgihan
- Leonard Reinecke
- Fevzi Okumus
- Raynel G. Martis
- Khaldoon Nusair
Citations in the corpus
- Generating brand awareness in Online Social Networks (2015, background): “VI refers to a complex and multidimensional definition (Ihamäki,2012;McMillan,2000)andthereisnoagreementonagroup ofprecisetheoreticalandoperationaldefinitionsrelatedtoit(Kiousis, 2002).”
- ‘It’s an illusion, but it looks real!’ Consumer affective, cognitive and behavioural responses to augmented reality applications (2016, background): “Interactivity is one of the most established concepts related to digital technologies (Coyle & Thorson, 2001; Deighton & Kornfeld, 2009; Fiore, Kim, & Lee, 2005; Ho ff man & Novak, 1996; Kiousis, 2002; Liu & Shrum, 2002; McMillan & Hwang, 2002; Song & Zinkhan, 2008; Sundar et al., 2015).”
- The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009, background): “Generally, it is understood that the more present an individual is with the video game, the more likely they are to identify with the characters and to be influenced by their gaming experience ( Kiousis 2002; Pinhanez et al. 2000).”
- Entertaining Media Use and the Satisfaction of Recovery Needs: Recovery Outcomes Associated With the Use of Interactive and Noninteractive Entertaining Media (2011, background): “We are aware of the fact that the term interactivity has been applied to a variety of different phenomena and that there is ongoing debate on the definition of interactivity (eg, Kiousis, 2002 ; Leiner & Quiring, 2008 ).”
- Determinants of Perceived Web Site Interactivity (2008, background): “…comment form, toll-free telephone number, question and answer, bulletin board, and frequently asked questions Ghose and Dou (1998), Heeter (1998), Kiousis (2002), Macias (2003), Massey and Levy (1999), McMillan (2002), Rafaeli (1988), Sicilia, Ruiz, and Munuera (2005 Kiousis (2002), Steuer…”
- Investigating the impact of social media advertising features on customer purchase intention (2018, background): “Kiousis (2002) and Liu and Shrum (2002) returned this concept to the ability of a media platform to provide a synchronous communication.”
- Examining Internet Interactivity Effects on Young Adult Political Information Efficacy (2007, neutral): “Other definitions of interactivity also exist (see Hacker, 2000; Kiousis, 2002; Stromer-Galley, 2004; Sundar, Kalyanaraman, & Brown, 2003).”
- News Sharing in Social Media: A Review of Current Research on News Sharing Users, Content, and Networks (2015, background): “(b) The concept of interactivity, albeit being contested and incoherently defined (Boczkowski & Mitchelstein, 2012; Kiousis, 2002), on the other hand, is mostly used to define news sharing as a specific type of interactivity users can take advantage from.”
- Gaming at a LAN event: the social context of playing video games (2005, background): “‘Interactivity’ is a hybrid concept with many different meanings (Kiousis, 2002).”
- INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising (2005, background): “…refers to a complex and multidimensional concept (Heeter 1989; McMillan 2000; Newhagen, Cordes, and Levy 1996; Steuer 1992), and there is little agreement on a set of specific conceptual and operational definitions related to it (Kiousis 2002; Lombard and Snyder-Duch 2001; McMillan and Hwang 2002).”
- The Lara Phenomenon: Powerful Female Characters in Video Games (2007, background): “When players stop interacting, the game falls dead (Grodal, 2003; Kiousis, 2002; Vorderer, 2000).”
- Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective (2017, background): “Since every human action potentially involves interactivity (Heeter 2000), the concepts and definitions of interactivity vary widely (Kiousis 2002).”
- The relevance of attention for selecting news content. An eye-tracking study on attention patterns in the reception of print and online media (2006, background): “Members of the second group define interactivity on the basis of sociological or psychological theories (see Downes and McMillan, 2000; McMillan, 2002; Kiousis, 2002; Bucher, 2004).”