HOW NETFLIX, HBO, AND OTHER SERVICES USE INTERACTIVE ELEMENTS

Authors

DOI:

https://doi.org/10.31392/cult.alm.2025.1.47

Keywords:

interactive content, personalized content, streaming video technologies, cognitive engagement, variable storyline, algorithmic personalization

Abstract

In the context of global digitalization and multiplatform content consumption, streaming media services such as Netflix, HBO Max, Amazon Prime Video, Hulu, and Disney+, along with their functional counterparts, are implementing interactive mechanics as a paradigmatic shift in traditional narrative models. Narrative nonlinearity, determined by the viewer’s variable participation, correlates with postmodern reception theories that reflect on audience autonomy and its implicit self-referentiality. The relevance of this transformation is driven by the evolution of media consumption, particularly through the lens of hypermediatization and immersion in a cognitively perceptual discourse. The methodological framework of this study is based on the hermeneutic analysis of interactive cinematic products, complemented by tools from semiotics, discourse analysis, and narratology concepts.The study's findings indicate that the integration of interactive elements into the cinematic discourse occurs through multiple narrative modules, enabling a multi-vector reinterpretation of the plot. It was found that cognitive audience engagement is determined by a combination of iterative choices and algorithmic analysis of behavioral patterns, which, in turn, fosters the personalization of the content experience. Empirical data reveal a tendency toward the subversion of traditional cinematic syntax, correlating with the digital habitus of the modern recipient.The analysis of the obtained data allows for the extrapolation of conclusions regarding the transgression of the linear diegetic structure in favor of networked nonlinearity, determined by the dialogic nature of viewer choice.The study results highlight the necessity of further scientific exploration of the post-media continuum, within which interactive mechanisms determine new horizons for audiovisual content. Future research prospects include analyzing the cognitive-neurophysiological aspects of interaction with interactive cinema, as well as the influence of such mechanisms on socio-cultural dynamics and the representation of identity in the digital age.

References

Біньковська, А., & Дудник, О. (2024). Аналіз мультимедійних технологій в сучасному житті. Матеріали кон- ференцій МЦНД, 27.09.2024; Суми, Україна, 146–152.

Васильківський, А. О. (2024). Концертне виконавство як феномен культури: комунікативний аспект. Вісник Національної академії керівних кадрів культури і мистецтв, 2, 28–32.

Галишич, Р. Я. (2024). Впровадження інтерактивних елементів у рекламній інфографіці. Український мисте- цтвознавчий дискурс, 3, 28–33.

Гондюл, О. (2024). Ігрові технології у світових медіа як інструмент дизайну вражень. Інтегровані комунікації, 1(17), 152–160.

Interactive Elements in Streaming Services: A Statistical Analysis. (2025). Statista. URL: https://www.statista.com/sea rch/?q=Netflix%2C+HBO+Max%2C+Amazon+Prime+Video%2C+Hulu+та+Disney%2B+&p=1

Langa, S. F., et al. (2021). Toward hyper-realistic and interactive social VR experiences in live TV scenarios. IEEE Transactions on Broadcasting, 68(1), 13–32.

Likarchuk, N., Velychko, Z., Andrieieva, O., Lenda, R., & Vusyk, H. (2023). Manipulation as an element of the politi- cal process in social networks. Cuestiones Políticas, 41(76), 769–779.

Nee, R. C. (2021). Wild, stressful, or stupid: Que es Bandersnatch? Exploring user outcomes of Netflix’s interactive Black Mirror episode. Convergence, 27(5), 1488–1506.

Ong, A. K. S., et al. (2024). Evaluation of consumer usage behavior for interactive entertainment: A Netflix case study. Entertainment Computing, 49. URL: https://www.sciencedirect.com/science/article/abs/pii/S1875952123000824

Pulukadang, M. T. S., Tumbuan, W. J. F. A., & Tielung, M. V. J. (2024). Distraction or enhancement? Analyzing Net- flix user engagement in Black Mirror: Bandersnatch interactive narrative movie. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 12(3), 1226–1237.

Published

2025-03-27

How to Cite

Suchkov Д. Г., Krasnenko О. Л., & Lishafai О. О. (2025). HOW NETFLIX, HBO, AND OTHER SERVICES USE INTERACTIVE ELEMENTS . Культурологічний альманах, (1), 404–412. https://doi.org/10.31392/cult.alm.2025.1.47

Issue

Section

CULTUROLOGY