Interactivity in video games is where the audience has a chance to interact with the games world, either it be jumping around the room and puzzle solving. Interactivity in video games is broken down into two sections, physical and non-physical.
Physical:
These types of interactivity will have the audience move their body to communicate with the video game world. The best example of this is motion sensor games such as Kinect for the Xbox 360 and Xbox One. These games will have the user running on the spot, moving arms up and down and turning heads left and right. These are known as a physical interactivity.
Non-Physical:
These types of interactivity are the opposite to physical, these are more of a mental interactivity, focusing more on the audiences mind rather than physical state. These are puzzles and cinematic, as these allow the audience to sit back and think about their next action, or to simply think and try to understand a cinematic cut-scene to get a better knowledge of the story in a game.
Quick time events are in both i believe as these events make the user move fast and think fast at the same time to hit the correct button in sync or in time with the game. An example of this is Guitar Hero as you need to strum the right colour in order for it to count, it also has you thinking which colour to press, and that pattern does the song go in.
Customisation is also an interactivity in games, as this allows the audience to create a character, weapon or vehicle to their liking. This is mostly seen in RPG type games as they allow the audience to full customize the character appearance to the audiences liking, usually basing them on themselves.
Physical:
These types of interactivity will have the audience move their body to communicate with the video game world. The best example of this is motion sensor games such as Kinect for the Xbox 360 and Xbox One. These games will have the user running on the spot, moving arms up and down and turning heads left and right. These are known as a physical interactivity.
Non-Physical:
These types of interactivity are the opposite to physical, these are more of a mental interactivity, focusing more on the audiences mind rather than physical state. These are puzzles and cinematic, as these allow the audience to sit back and think about their next action, or to simply think and try to understand a cinematic cut-scene to get a better knowledge of the story in a game.
Quick time events are in both i believe as these events make the user move fast and think fast at the same time to hit the correct button in sync or in time with the game. An example of this is Guitar Hero as you need to strum the right colour in order for it to count, it also has you thinking which colour to press, and that pattern does the song go in.
Customisation is also an interactivity in games, as this allows the audience to create a character, weapon or vehicle to their liking. This is mostly seen in RPG type games as they allow the audience to full customize the character appearance to the audiences liking, usually basing them on themselves.