Interactivity: A Concept Explication: University of Florida, USA
Interactivity: A Concept Explication: University of Florida, USA
Interactivity: A Concept Explication: University of Florida, USA
ARTICLE
Interactivity: a concept
explication
............................................................................................................................................................................................................................................
SPIRO KIOUSIS
University of Florida, USA
............................................................................................................................................................................................................................................
Abstract
The use of interactivity as a variable in empirical
investigations has dramatically increased with the
emergence of new communication channels such as the
world wide web. Though many scholars have employed
the concept in analyses, theoretical and operational
definitions are exceedingly scattered and incoherent.
Accordingly, the purpose of this project is to engender a
detailed explication of interactivity that could bring some
consensus to how the concept should be theoretically and
operationally defined. Following Chaffees (1991)
framework for concept explication, we generate new
theoretical and operational definitions that may be central
to future work in this area. In particular, we suggest that
interactivity is both a media and psychological factor that
varies across communication technologies, communication
contexts, and peoples perceptions.
Key words
communication technologies computer mediated
communication interactivity new media
INTRODUCTION
With the ongoing influx of new communication technologies, many
traditional concepts in mass communication are being redefined, reworked,
and reinvented. Indeed, McQuail (1994) and Williams et al. (1988) argue
that the convergence of new technologies is skewing the boundaries
involved in traditional mass communication theories. For example, many
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GENERAL BACKGROUND
When initially thinking about interactivity, one must first pinpoint some
basic assumptions that researchers connect with the term. Generally, we will
find that interactivity is associated with new communication technologies
(e.g. DeFleur and Ball-Rokeach, 1989), especially the internet and world
wide web (e.g. Lanham, 1993; Stromer-Galley, 2000). In some arenas, the
level of interactivity varies across media, usually anchored in its ability to
facilitate interactions similar to interpersonal communication (Walther and
Burgoon, 1992; Williams et al., 1988). However, the standard for what
makes one medium more interactive than another is quite ambiguous. In
the empirical literature, interactivity has been employed as both an assumed
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Figure 1
Interactivity definitions
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direction of communication;
timing flexibility;
sense of place;
level of control;
responsiveness and the perceived purpose of communication.4
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the flexibility of message timing that makes interactive media more appealing
(e.g. Finn, 1998; McMillan, 2000; Rheingold, 1993). Accordingly, timing
flexibility should be more thoroughly considered as an important facet of
interactivity. However, it is critical to distinguish between speed and timing
flexibility, with the former representing the rate at which information flows
through a system, while the latter refers to the degree to which users can
control that rate. Despite this distinction, real time remains central in many
conceptualizations of interactivity (e.g. Lombard and Ditton, 1997; Zeltzer,
1992).
While the prior multifaceted definitions are beneficial for covering several
aspects of the construct, we must be careful that they do not become so
highly intricate that they cannot be applied to real world settings (for
discussion, see Jensen, 1998). As a consequence, the concise framework
offered in this project affords some parsimony to many of the varying
dimensions of the concept found in the literature.
Non-communication definitions
Although communication theorists perhaps afford the most systematic
overview of interactivity, this explication project would be incomplete
without acknowledging the contributions made by other intellectual
discourses. It is well documented that psychology plays an integral role in
interactive media design (Aldersey-Williams, 1996). As one might imagine,
psychological work on interactivity prefers the individual to be its object of
focus. Leary poses an intriguing analogy comparing the evolution of
interactivity to the development of the interpersonal in psychology: Both
concepts are related to very wide and deep and irrevocable changes in the
way people relate to the world (1990: 230). In fact, Leary predicts that
the success of an interactive medium hinges on its ability to resemble the
interpersonal. This conclusion parallels those drawn by many communication
scholars, who have long asserted that face-to-face communication is a
standard for judging interactive experiences (see Bretz, 1983; Heeter, 1989;
Williams et al., 1988). From a sociological perspective, DeFleur and BallRokeach similarly contend that interactivity generally refers to the processes
of communication that take on some of the characteristics of interpersonal
communication (1989: 341).
Importantly, the face-to-face standard is problematic because most
interactive experiences are associated with technologically-mediated
environments, rather than the unmediated environments of face-to-face
communication. To address this problem, we believe it is essential to employ
the broader term of interpersonal communication which can occur in
both technologically-mediated and unmediated contexts rather than
employing face-to-face communication to avoid such concerns. There is
some research that criticizes the use of interpersonal communication as a
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When taken to its logical conclusion, this hints that to some extent
interactivity is associated with the ability of individuals to experience
different media as if they were engaging with other human beings.
Accordingly, the simulation of interpersonal communication in an interactive
environment is not just confined to human-to-human communication, but
includes human-to-machine communication as well. Ultimately, any
evaluation of interactivity from such approaches does not lie just within the
technology, but in perceptions of users themselves. This has noteworthy
ramifications for scholars who judge a medium as interactive on the sole
basis of technological criteria. Obviously, this work is best placed in the
lowest cell of the non-communication column in Figure 1.
Much of the work in the communication technology category is derived
from the computer science/design literature. Generally, one would surmise
that the object of interest in such perspectives is communication technology.
That is, the users of interactive media are, at best, mechanisms initiating
interactive communication experiences, but not central figures in the
concepts definition. For example, in professional circles, interactive media
are often thought of as mechanisms for delivering image, text and sound
data in which the user interacts with the database (Hutheesing, 1993: 244).
Further, Dyson (1993) infers that most computer professionals understand
interactivity in terms of converging technology. In brief, observers from this
outlook see the capacity of media systems to convey and receive information
in multimedia formats as a chief feature of the concept (Sims, 1995).
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Figure 2
Interactivity definitions
EMPIRICAL DESCRIPTION
Based on the literature review, it is clear that operational definitions of
interactivity revolve around measuring specific dimensions or subconcepts of
the term. Though some agreement has been discovered on certain
subvariables, formal operational definitions are equivocal. Yet by collectively
scrutinizing those studies that discuss interactivity operationally, some of its
common operational properties may be isolated.
In a very general sense, interactivity is used as a descriptive characteristic
of new media (e.g. DeFleur and Ball-Rokeach, 1989). Many authors center
on feedback as the key signal of the concept (e.g. Rafaeli, 1988). Thus, if
participants can engage in message transactions that are comparable to
interpersonal communication, those experiences are labeled interactive (e.g.
Kayany et al., 1996). However, two-way communication is not the only
type of experience related to interactivity, for many scholars highlight oneto-many and many-to-many communication experiences as well provided
that some degree of feedback is involved (e.g. Hoffman and Novak, 1996;
Rust and Oliver, 1994). It is also important to note that the communication
flow can be both linear and non-linear (Goertz, 1995; Stromer-Galley,
2000). Of course, one-way communication is typically deemed low in
interactivity.
In studies of web communication, the number of hyperlinks on webpages
and sites has been used to operationalize interactivity (e.g. Sundar et al.,
1998). From a multidimensional perspective, Kenney et al. (2000) assessed
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technology. In recent years, interactivity has become more and more allied
to the personal computer. We are told continuously that the internet is
interactive, and widespread dissemination of interactive videophones is in the
near future. Generally, any new communication technology will be dubbed
interactive if it allows some degree of user response. Traditional media (e.g.
television, radio, and newspapers) rank low because their capacity for
feedback is limited. Among the various new media, interactivity is highly
connected to the following: computers, cellular communications, digital
communications, video-conferencing, software, virtual reality, the world
wide web, etc.
Since the end-goal of an explication project is to operationally define a
concept (Chaffee, 1991), it is vital that we tentatively sketch out some basic
empirical rules for observing interactivity.6 First, there must be at least two
participants (human or non-human) for interactive communication to
transpire. Further, some technology allowing for mediated information
exchanges between users through a channel must also be present (e.g.
telephone or computer chatroom). Finally, the possibility for users to modify
the mediated environment must exist. Once these conditions have been
met, interactive communication can be detected.
One key to noticing interactivity on an individual level lies in the
researchers competency to recognize simultaneous comprehension and
responses to communication transmissions by participants. Normally,
evidence for this would consist of direct observations, questionnaires, and
content analyses. Psychological scales, such as those formed in Newhagen et
al. (1995) and Wu (1999), could be employed to approximate perceptions of
interactivity by users. In addition, questionnaires monitoring typical
interpersonal communication variables could function as indicators of
perceived interactivity, i.e. higher scores on such variables would signify
higher perceptions of interactivity. To ascertain interactivity levels of a
particular medium, researchers could devise a scale based on predetermined
criteria. Specifically, the number of possible actions available to users (range)
by a media system could be one indicator of interactivity for a specific
medium. To gauge interactivity levels of a communication context, one
could calculate the frequency of messages that refer to earlier exchanges
(third-order dependency). These measures could then be scaled and
statistically tested to calculate perceived and actual interactivity scores.
Against this backdrop, we could then make comparisons across media and
individuals more precisely than previously imagined. This would be a
powerful tool for both professionals and academics alike.
REVIEW OF DEFINITIONS
As argued earlier, little consensus has been reached concerning interactivity.
Thus far, the concept has been identified, the literature surveyed, and the
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Figure 3
Conceptualization of interactivity
TENTATIVE DEFINITION
As asserted throughout this article, interactivity definitions have stressed
three principal domains: technological properties, communication context,
and user perceptions. The problem has been that researchers have not tied
these three aspects together into an inclusive definition. This is what we will
attempt to accomplish now.
Definition
Interactivity can be defined as the degree to which a communication
technology can create a mediated environment in which participants can
communicate (one-to-one, one-to-many, and many-to-many), both
synchronously and asynchronously, and participate in reciprocal message
exchanges (third-order dependency). With regard to human users, it
additionally refers to their ability to perceive the experience as a simulation of
interpersonal communication and increase their awareness of telepresence.
Clarification
To clarify a few points about the terms consolidated into this definition, by
communication technology we allude to anything from a telephone to a
computer system. Further, a mediated environment can be anything from a
telephone wire to virtual reality. Communication, in this context, can range
from simple information transfer to sophisticated movements in video games
or through the world wide web, thereby encompassing linear and non-linear
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Kiousis: Interactivity
communication paths. Participant relationships would normally be humanto-machine or human-to-human via machine, but could be machine-tomachine in some cases. As mentioned earlier, including machine-to-machine
communication in interactivity definitions is provocative (e.g. Williams et al.,
1988), yet it does possess many of the key features of the concept, including
two-way/multiway message transmissions through mediated environments
and the interchangeability of roles as senders and receivers. Further, the fact
that so many conceptions of interactivity are closely tied to technology
makes incorporating machine-to-machine exchanges natural.
Third-order dependent message transmissions are applied in the tradition
of Rafaeli (1986) and Bretz (1983). Telepresence is elucidated as the ability
of a medium to form an environment that, in the minds of communication
participants, takes precedence over actual physical environments (Steuer,
1992). This parallels the emphasis put on place or connectedness by other
scholars (e.g. Ha and James, 1998). The first segment of the definition is
designed to cover the technological structure and communication settings
aspects of interactivity, while the latter part integrates user perceptions.
Interactivity, in this light, contains the major components of previous
explications, but demarcates certain boundaries that must be adhered to in
order for a medium or communication experience to be regarded as
interactive. For example, it includes all types of technology, but clearly
differentiates between technologically-mediated and unmediated
communication. Therefore, a conversation over the phone is interactive,
while a dialogue in person is not (though technological simulation of
interpersonal communication is central). Our definitions exclusion of
pure interpersonal communication is debatable; however, as stated above,
the concept is so closely tied to technology (from a communication
perspective at least) that there should be a distinction between mediated and
unmediated experiences.7 Moreover, Jensen (1998) articulates the
importance of distinguishing between human interaction (in sociological
circles) and media interaction (in communication circles), with the latter
typically involving technologically-mediated experiences and the
former typically occurring without technology. Because interactivity is more
heavily anchored in the notion of media interaction (Jensen, 1998),
mediated communication via technology is a central attribute of our
definition.
The definitions inclusion of both synchronous and asynchronous
communication captures the idea of timing flexibility because communication
technology providing both options are thought to be truly interactive, yet
the growing importance of real time is also acknowledged. The vague use of
mediated environment is somewhat limiting, but is purposeful because we
are aiming to accommodate all two-way and multiway communication
performed with or through media technologies. This could range from
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Figure 4
Operationalization of interactivity
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Notes
1 It is important to recognize that these steps represent one method for explicating a
concept and are by no means exhaustive. Chaffee further articulates this point by
arguing that the steps outlined in his book can serve as a checklist for the researcher
explicating a concept, but it is not a recipe that guarantees results (1991: 14).
2 These three factors refer to the rate which input can be assimilated into the mediated
environment; the number of possibilities for action at any given time; and the
ability of a system to map its controls to changes in the mediated environment in a
natural and predictable manner (Steuer, 1992: 856) respectively.
379
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SPIRO KIOUSIS is currently an assistant professor in the Department of Public Relations at
the University of Florida. He holds a bachelors degree from the University of San Francisco
(1995), a masters degree from Stanford University (1996), and a doctorate from the University
of Texas at Austin (2000). His primary research interests are in political communication and
new communication technologies. Address: Department of Public Relations, 13201 SW 2nd
Place, Gainsville, FL 32607, USA. [email: [email protected]]
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