Cultural institutions often author experiences that stretch over longer time scales (e.g. multi-year religious coming-of-age rituals). But mass mediums rarely do. That’s an unfortunate limitation: mass mediums give authors enormous reach!
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Games have really figured this out. e.g. MOOGs like WoW choreograph players’ incentives and environments to invoke an ever-expanding horizon over many months. The design elements aren’t about raw hours: they’re more about how the feel of play sessions change, week to week.
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@michael_nielsen and I have been excited about how the mnemonic medium creates a context where readers continue interacting with an author's work after the initial reading session. It's a mass medium with a weakly authored time component.Show this thread -
In an upcoming mnemonic essay, we exert more authorial control over time, adding questions which evolve over weeks of review sessions. But there's much, much more to explore there!
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Can you all think of any other good examples of a mass medium with a lengthy, strongly authored time dimension?
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Another example: Execute Program (by
@garybernhardt) offers interactive lessons for programming tools. Each course unlocks over time, as you complete and review earlier lessons. This lets each lesson's prose stay unusually focused. https://www.executeprogram.com https://tinyurl.com/ralqyreShow this thread
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