Interactivity and the Interface Sample Clauses

Interactivity and the Interface. Before summarizing the plot, it is important to first understand how interactivity is incorporated into the film. As briefly mentioned, interactivity in Bandersnatch utilizes a binary decision-based interface that gives viewers a 10-second window to decide between 2 different choices. This decision interface allows for viewers to interact with the film and is displayed as a black rectangle which moves up from the bottom of the screen filling up the lower portion and presenting two possible options (Figure 2). These options are displayed in a concise manner, usually no more than 4 words (for example: “Accept”, “Refuse”, “Throw Tea Over Computer”, “Shout at Dad” etc.) and only express the action that Stefan will perform rather than highlighting the resulting outcome. If the viewer is using a handheld device or game-controller, the device will vibrate to indicate the start of a decision. A white time limit bar on the top of the black rectangle shrinks inwards and at the end plays the corresponding scene based on the viewer’s decision. During this timer shrinkage, the camera will cut between reaction shots of the characters and to different stimuli representative of different options available to viewers in the respective decision. Decision options do not display any level of consequence, meaning that viewers must determine the consequences of each decision and the most likely outcome based on intuition and previous information given earlier in the film. When a viewer makes a decision, the impact of their outcome will be immediately shown with further consequences explored later in a variety of different story branches, leading to entirely different endings and scenes. It is important to note that if the viewer selects a decision before the timer expires, the film will make the viewer wait until the time completely expires to see the impact of the decision. It is also important to note that not selecting a decision option before the timer runs out will prompt the film to play a programmed default decision path independent of where the cursor may lie. The construction of these branching decisions is parallel to ▇▇▇▇▇ ▇▇▇▇▇ ▇▇▇▇’▇ theoretical work on the various constructions of branching pathways in hypertext. Hypertext is non-linear text linking one set of data to another set of data serving as the foundation of digital language and the internet. In cyberspace and in digital media, hypertext consists of hyperlinks which connect series of data to nodes (data de...