noninteractive love

Definitions

from Wiktionary, Creative Commons Attribution/Share-Alike License.

  • adjective Not interactive.

Etymologies

from Wiktionary, Creative Commons Attribution/Share-Alike License

non- +‎ interactive.

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Examples

  • One might argue the opposite: that an "interactive" entertainment where we watch some character who is not us doing things on a screen creates more psychological distance between ourselves and the story than a "noninteractive" experience where we provide every sensation and emotion and are therefore more immersed in the tale.

    The Psychological Distance of Noninteractive Media 2009

  • Agence France Presse/Getty Images Lefties have an advantage in sports such as tennis, fencing and baseball, when up against a righthanded competitor, but not in noninteractive sports such as gymnastics.

    The Health Risks of Being Left-Handed Shirley S. Wang 2011

  • As more and more individuals in a system adopt, the noninteractive innovation is perceived as increasingly beneficial to future adopters.

    Diffusion of Innovations Everett M. Rogers 1995

  • In the case of noninteractive innovations, the earlier adopters have a sequential interdependence effect on later adopters.

    Diffusion of Innovations Everett M. Rogers 1995

  • This explanation for the S-shaped curve of adoption for a noninteractive innovation sounds much like the critical mass.

    Diffusion of Innovations Everett M. Rogers 1995

  • As more individuals in a system adopt a noninteractive innovation, it is perceived as increasingly beneficial to future adopters this is a sequential interdependence effect on later adopters.

    Diffusion of Innovations Everett M. Rogers 1995

  • The critical mass may also occur for noninteractive innovations.

    Diffusion of Innovations Everett M. Rogers 1995

  • For noninteractive innovations, this one-way influence relationship is called sequential interdependence.

    Diffusion of Innovations Everett M. Rogers 1995

  • And I think interactive media can do exactly the same thing, and potentially more powerfully than noninteractive media.

    Sex, Lies, and Videogames 2006

  • And I think interactive media can do exactly the same thing, and potentially more powerfully than noninteractive media.

    Sex, Lies, and Videogames 2006

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