Interactivity

General

Traditional categories of copyright protected works find new ways of
expression or fixation : special digital effects in films and artistic
performances, electronic music derived by the use of computers, digital
books and virtual libraries.

Revolutionary changes have also been made to the role of audience. The
role of the users of copyrighted works has become more active.
Multimedia works offer to their user the possibility to be truly
involved with the work or to have a real dialogue with the work.
A new reality for the users emerges. They don’t just read, watch or
listen but they can influence the content of the work by their
decisions. This new way of communication of the work to its user is
called interactivity and it emerges from the extended use of special
software.

New technologies offer the possibility for more advanced and more
complex kinds of communication with the work. In this context,
interactivity is inextricably linked to digitisation.

Examples

For example, the users of an electronic
encyclopaedia can choose the ways the information is communicated to
them (text, images, video, graphics, with or without sound etc), while
at the same time they can use a variety of searching tools such as the
thesaurus or the index in order to find the special information they
need.

 

Another example of ever more advanced interactivity
: The users of a computer game cannot only choose their characters in
the game but also create them and special items used in the game.
Sometimes the scenario (story) of the game is too open that the user can
create his own story which follows the general story but it is also
strongly determined by the user’s choices. Consequently, the way that
the game develops is different for every user. The choices of the users
can be creative, if the designs of the heroes or the items created by
the users are original.