Digital objects, usually texts, with a branching structure where the reader continually makes choices between sequential plot paths, so it offers multiple narrative that operates together as a network instead of linear sequences.
A new narrative structure in which individual stories contribute to a larger fictional experience, similar in meaning to transmedia storytelling.
Term coined by Janet Murray
Social event that gather a large number of committed consumers of a given brand or product.
Online community that has a high degree of consensus in the way its members think, making them resistant to outside arguments.
A set of stories or history that helps to define roles and goals for participants involved.
Culture emerging from industrialized production and commercial distribution.
Companies that have induced a strong emotional investment from consumers enough to get their “loyalty beyond all reason”.
Term coined by Kevin Roberts
Related terms:
Idea or trend widespreaded via mass media, including popular media cultures. The term is used in a pejorative sense by subcultures and countercultures, who view mainstream cultures as inferior in terms of moral and aesthetic values.
Condition of the world in which social forms and institutions no longer have enough time to solidify their structures and statuses before changing to new ones, so they cannot serve as frames of reference for human actions and long-term life plan. Consequently, individuals have to find other ways to…
Interactive drama played online and/or offline that takes place over a long time period with multiple players gathering together.
Term popularized by Jane McGonigal
The field that researches the design and use of interfaces between humans and computers.
The relations between texts that occurs when one work refers to or borrows content or ideas from another.
Digital objects associated with real objects that can stream information without Internet connection, enriching a user’s experience of the surrounding environment.
The investment in time, effort, and money done by people to manage personal and professional online reputations.
Term coined by Thomas Schelling
The capacity of technologies to respond instantly to user actions and engage them into a new interactive event or set of further actions.