Interactive media normally refers to products and services on digital computer-based systems which respond to the user’s actions by presenting content such as text, graphics, animation, video, audio, games, etc.
Interactive media is related to the concepts of interaction design and user interfaces, multimedia design, learning media and cyberculture, and includes specific cases such as, virtual worlds and game design, QR codes and augmented reality, data visualization, digital narratives, mobile and museum technology. Creative industries use products of these kinds for a variety of purposes.
Reliant technologies are rapidly evolving, thus a course on such topic needs dynamic updating on regular intervals, therefore the context and carrier of the course has to be built on crowd-sourcing technologies that allow continuous collaborative upgrading as well as demonstrate the expressive nature of interactive media.
Each theme contains definitions, searchable tags, demonstrations on scope and guidelines on design issues as general features to explore. Furthermore, case-studies illustrate divergent sub-topics, toppled by further readings, just-in-time news and related tools. The material is designed to suit courses that involve students with diverse interest, discipline and skill to join forces in project work and find resources configurable for their individual needs and background knowledge. Thus the material is divided into an exploratory part and a pool of further resources. The content of the exploratory part presumes that all students will be able to understand by themselves (so Voki avatars guide students) to explore: definitions, searchable tags, demonstrations on scope (in fact, the hyperlinks advises the exploration of background information if needed), and the general features of design guidelines (the exploitation of which could indicate to students the prerequisites needed for taking on tasks in this field). Thus the role of the teacher is crucial at this point in orienting the student to further literature and tools (provided in the second part of each chapter) needed to manage emerging projects of the actual semester.

Note: As Interactive Media is a rapidly developing new field, definitions are mainly evolving, thus we use those collaboratively constructed in Wikipedia, freely editing combinations of texts to provide a short summary on the topic as an introduction, referning with hyperlinks to further readings. There are thus no precise references, the only reference is this link to Wikipedia. However, if concrete reference is needed, please refer to the actual page and use the proper guidelines for Wikipedia citationsAcademic use is not adviced to these texts, nor the reference links, but rather the more scholarly papers in Case-studies should guide to scientific sources.