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Interactive TV Essay Research Paper Abstract

Interactive TV Essay, Research Paper


Abstract


The Web and the Internet are the latest technologies to


be harnessed by companies trying to develop interactive


television. This paper reviews the efforts of technology


companies and broadcasters to combine television and


the Web in their products and activities, and how users


are already using them both at home. It reviews some


research on the way that TV and the PC/Internet are used


at home, and suggests some way that the Web could be


integrated with television use. Unlike earlier interactive


television projects, where the innovation was largely


conducted behind closed doors and among consortia of


companies, the innovation environment in which


Web-based interactive television is being developed


includes a huge number of existing users, technology


and content suppliers who play an active role the


innovation process. The concept of social learning is


suggested as a area of development of tools for


understand the process of technical, social and cultural


change around innovation of this sort. In particular the


idea of poles of attraction is introduced to understand


why a huge numbers of supply side players and users are


orienting towards the Internet as a possible solution to


interactive television.


1. Introduction


Of all the visions of the future of television (note 1), interactive


television (i-TV) is perhaps the most radical and powerful. In


this vision the ubiquitous television set will change from being a


device to watch television shows or films into a home terminal


for access to and interaction with networked interactive


technology, programmes and services. The possibilities and


benefits of the technology seem self-evident, if only they can


be made to work effectively and at a modest price. Many times


we have been told to expect interactive television any day now.


(note 2)


However, after millions of dollars spent, and many pilots and


service closures, most of us are still no closer to having


interactive television than a few hundred searchable teletext


pages, and some phone-in TV shows.


In the efforts to create i-TV, numerous applications and


technologies have been tried, with companies attracted by the


possibilities of each new generation of technology, and


responding to the continuous pressure to develop new


products, be they technologies, services or programmes in


order to maintain their share of consumer spending. The


explosion of the Internet and Web is a new pole of attraction for


interactive television developers that seems to solve many of


the problems and uncertainties of earlier systems: all of a


sudden the technologies, content, users and uses of interactive


services are there and proving very successful, all that needs to


be done it integrate them into television.


For the analyst of new innovations in television, three issues


arise as companies are attracted to the Internet and the Web


as a solution to interactive television.


1. Instead of being controlled by a small number of corporate


players, the technology and service of the Web and Internet are


in the public domain, and changing fast. The innovation


environment is diverse, heterogeneous, and involves a multitude


of companies and most importantly users in shaping the


technology and services, which makes management of


innovation more complex and give the market a much stronger


voice.


2. There is major uncertainty over the relevance of Web-style


interactivity to the use of television. Many commentators


believe that content and services on the Internet or designed for


the PC terminal may not be relevant for many users of the


television, while others bet on the explosion of e-commerce


through TV Web terminals.


3. The television is no longer the only window for interactive


services to the home. The PC is an increasingly common


alternative, and is a more flexible and open platform or


interactive services. The cheap web set-top box may restrict


innovation and fix service and uses in a way that is frustrating


to end users and service providers alike.


What is more, there is an emerging paradigm in the technology


industry of multiple ‘low profile’ terminals for interactive


services. This could turn investment and attention away from


both the PC and the television.


What links these issues is the importance of the end users as


active players in the innovation-diffusion process. It was end-


and intermediate-users adopting the Internet and Web that


attracted interactive television developers, and it is these users


who are now directly involved in the innovation process.


This paper uses social learning (S?rensen 1996) as an analytic


framework of socio-technical change that includes an


integration of end users in the innovation and diffusion process.


Social learning goes beyond the development and diffusion of


technology and content to include the creation of new


knowledge, regulations, expectations, institutions and cultural


norms. In particular it focuses on the role of users in innovation,


including the development of user knowledge and practices,


and the interaction between users and producers. In this


process different actors (users and producers) orient to poles of


attraction, including utopian visions, projects and trials,


technologies, regulations, user groups, markets, uses, or


emerging cultural norms, all of which may crystallise into real


products and institutions or disappear to be replaced by a new


ones. The process of creation, diffusion and use of new


technology and content is not controlled by those innovating


the products. Users and producers of technology and content


related to television and new media slowly appropriate and


shape each other’s products and patterns of use, learning from


each other over a protracted period of time. Previous examples


that provide useful parallels to interactive television are the


telephone and videotext. Both are network systems which


changed as people began to use them, and found how they


could be useful in ways that the developers had originally not


considered as important.


In interactive TV, the Television has always been the dominant


pole of attraction for both the producers and users, but only


industry was interested in interactive technologies. Industry


therefore drove innovation independently of any need or desire


of potential users. Now the Internet has emerged, and it is pole


of attraction shared by users and producers: the innovation


process now is shaped strongly by the market. One outcome


is a slow change from early models of technology and content


based around individual use of media to one that integrates the


existing collective use of media and the social practices that


surround media products and technologies in everyday use. At


the same time, users are altering their everyday practices of


media and technology use with the new systems that are


currently available, changing the possible market for new


products almost before they have a chance to come to that


market.


This can be illustrated this by looking at evidence of the first


few years of the co-existence and evolution of TV and the Web,


covering attempts to integrate them technically, and find


synergies between them, from the perspective of technology


companies, broadcasters and end users.


Looking to the future, this article reviews qualitative research on


how people actually watch and use television, and some


experiences from current use of the interactive material on


computers. Combined with reports of interactive television


trials, it is possible to illustrate the rich use of both traditional


and newer interactive media in the home. We can then more


critically approach the uncertainly over the relationship between


the Web and television. Fortunately for the optimists, the Web


is not static – developments of services and content that reflect


the way television is used at home for could make the Web


and TV marriage a success. However in the long run through a


slow process of social learning we can see interactive


television developing into a richer medium that either the Web


or TV offers today, but one that is far from the homogeneous


television system of today.


1.1 The Wild World Web – innovation in a open


environment


Most of the previous attempts to make interactive services for


the home have had to start nearly from scratch, and


concentrate on creating large-scale technical systems. The


television has seemed the most obvious terminal to use as the


display. In general, developers worked with technologies and


services that, prior to roll-out, were not available to users. They


tried to create ready-made systems that could be delivered


fully functioning to the public. In general they were able to


develop the systems without involving the end users, or at least


without them being any more active in the innovation process


than as subjects of research or controlled trials. Intermediate


users, such as service providers (retailers, information


providers, banks, and publishers) w

ho could be persuaded to


share in the technology based vision were generally involved in


a partnership and exclusive manner.


However there is a problem facing developers of these network


systems such as interactive television. While the technology


can be made to work in the lab, these systems depend on


building a critical mass of users (e.g. Rogers 1995 p. 313,


Schneider 1991) among many others), and on the content and


uses of the system. These non-technical elements are much


more difficult and expensive to develop from scratch, and to a


large extent out of the control of developers, especially when


user participation is voluntary.(Note 3)


One way to get round this, is to appropriate or modify an


existing and established set of content, technologies and uses


and users, and try and dominate the market, or improve that


service or technology or extend its use to new users. The idea


behind interactive television can be seen as an attempt to


appropriate the mass market of television users and the


existing infrastructure of television sets in homes. With the rise


of the Internet and the Web as mass market interactive


technologies and systems, it would seem an obvious choice for


i-TV developers to try and use this as a resource for creating


i-TV. In many ways it reduces uncertainty and costs


associated with designing a system from scratch.


However, following this path this completely changes the


innovation environment and process. Previous projects were


dominated, if not completely controlled, by a small smaller of


industrial and government players. The innovation process


could be analysed as the interaction between corporate actors,


and the individuals working in them. However, the Internet and


the Web have evolved and continue to develop in a very different


manner. End users and a multitude of intermediate user firms


and technology firms have been responsible their development.


Many different uses have been established and a huge variety


of content exists. There is incredible dynamism in the


innovation process, with competition between many technology


companies and network service providers. This alternative


innovation environment needs a different approach to managing


innovation, and the marketing of interactive television. It also


requires an analytic approach that can account for the large


numbers of actors, especially the end users in shaping the


technology, content and its uses.


1.2 The Web and Television ? an uncertain


marriage


There is no guarantee that a marriage of television and the


Internet would be a happy and prosperous one. There is major


uncertainty over the relevance of Web-style interactivity to the


use of television. Most simply it is the following: the television


is a collectively consumed medium, viewed ‘passively’ and from


a distance, sitting in a comfortable chair. In contrast, the Web


and computer-based interactive products demand a high level


of engagement and interaction with the content, and are used


by individuals sitting close to a computer screen. These are


thus incompatible uses, technologies and content. While there


are strong arguments for this position, it would be naive to


accept it without further investigation, especially in the light of


existing early-adopter uptake of Web on TV products, and


other trials of interactive television.


Another factor has also complicated the vision of interactive


television. There is now an alternative to the TV as the terminal


to the home, the PC. I-TV developers may get a free user


network and content, but with it comes competition from the


PC, the expectations of existing users, and uses and content


developed around the PC not the TV. Many people have both


television and computers at home. Does it make sense to


develop the television as an interactive terminal, even if there is


still a huge number of PC non-owners or users who might use


it.


These uncertainties, and the on-going process of innovation


that accompanies the working out of the answer between the


market or users, and the various players of the supply


industries, is an important example of complex socio-technical


change that needs addressed.


2 The Struggle To Make Television


Interactive


Interactive television should not be defined as a particular


technical or information system : it is a term that has been


appropriated and rejected by many of the players trying to


change television, and could be applied to many widely


different systems. I define interactive television as bringing


possibilities of interactive multimedia technology to Television.


It is therefore crucial to understand Television to understand


what interactive television might be. Television is not just a


technical system or a series of programmes. It must be


considered as a major business, and placed it in a wider


technical and social context. Television is also a mass market


and cross-society phenomenon, almost everyone watches TV,


and it is the sheer reach of the medium that makes the


integration of new technology into Television a major issue.


Television is central to most people’s domestic life, and to our


cultural, social, political and consumer awareness. In other


words, ‘television is everyday life’ (Silverstone 1994). Most


people in the developed world, and increasingly in developing


countries, rely on television as a primary source of global


news, of entertainment, of political awareness, product and


cultural knowledge, and a resource to construct and reflect


self-identity. It is also embedded in the cultural and political


(Williams 1990 (first pub. 1975)): national and now global


culture would be very different and may not exist without


television in its current form. Television is also an important


industry, a huge money earner, and a controversial business


that challenges political and cultural norms as is becomes


more commercial and international.


Interactive television may involve changing television in one or


all its aspects. Changes in technology that are worth their


investment will certainly run in parallel with changes in the


industry, use, content and regulation. The social shaping


approach indicates that attempts to create interactive television


systems are the result of the interaction of these factors,


including commercial interests, competing products,


regulation, developing user needs etc (MacKenzie and


Wajcman 1985; Williams and Edge 1996), as well as the


invention of new technology. Successful i-TV projects will be


the ones that take advantage of the embedded nature of


technology, however much the most technically sophisticated


or creatively daring ones may inspire us.


2.1 A brief history of i-TV


Many attempts have been made to develop ‘interactive’


television (Carey 1996). These have been undertaken around


particular poles of attraction that provided the motivation for


experimentation and change ? sometimes the technology has


been the attraction, sometimes the content, and sometimes


the users and consumers. These poles of attraction have


generally only been of concern for small groups of technology


and infrastructure companies and, on occasion governments


wanting to develop industry or infrastructure.


The earliest TV systems were two-way communications


devices; after the broadcasting model was established,


systems such as QUBE in the 1970s used cable systems to


provide interactive services involving home audiences, but failed


to offer sufficient return on investment (Carey, 1996 #184). The


1980s saw the development of videotext, either broadcast or via


a telephone modem, around a model of information searching


and browsing. In the 1990s many expensive proprietary


interactive television projects were set up, or at least


publicised, by technology and network companies anxious to


realise long standing science fiction dreams, bolster share


prices and generate new revenue streams. Although many of


these projects may have ‘failed’, they gave birth to huge


numbers of spin-off sons and daughters: media and technology


products and formats, business opportunities, engineering and


business knowledge and experienced personnel. In addition,


much was learned from these trials and services, not least that


the services, content and the audience/users are the key


factors and these need more that just vast amounts of cash to


develop.


In the last years of the 1990s, the Internet, and more


particularly, World Wide Web content, have emerged to offer a


way of providing many i-TV services more easily and cheaply


than some of the more technology heavy and commercially


integrated systems. In the same way as earlier technologies


were grasped upon to provide interactive television, the Web


and Internet became one of the poles of attraction for system


and business development. Unlike previous systems, the


Internet and the Web are attractive because there is a huge


amount of readily available content and millions of existing


users, the development costs are being shared between many


companies, and business use is covering much of the

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