The usage strategic gaps into a narrative to improve storytelling, empowering the audiences’ imagination.
Coined by Geoffrey Long
A set of four categories of effects used to examine the effects on society of any medium:
The ability to understand and use a rage of platforms and media; that is, the ability to be literate and communicate in the Information Age.
Neurons regarded as analogous to computer systems, or used with such purpose as an alternative to the hardware-software binomial.
Mutation of an original cultural object to produce a derivative work such as an abridged version, a translation, a play, or an adaptation to communicate it on another medium.