what is meant by " interactive-passive" distinction

The "interactive-passive" distinction refers to the categorization of different types of digital media or technologies based on their level of user engagement and interactivity.

"Interactive" media or technologies usually involve two-way communication between the user and the system. It allows users to actively participate, make choices, and control the experience. Examples of interactive media include video games, interactive websites, and virtual reality (VR) applications. In these cases, the user has the ability to manipulate and influence the outcome or experience.

On the other hand, "passive" media or technologies are more one-way, where the user's role is more observatory or receptive. Content is delivered to the user without much or any opportunity for interaction or control over the experience. Examples of passive media include traditional television, movies, and certain types of websites or apps that simply display information without any user input.

It is important to note that the interactive-passive distinction is not binary and can be seen as a spectrum rather than two distinct categories. Many digital media or technologies can have elements of both interactivity and passivity, depending on the user's level of involvement or the specific features of the platform.

To understand the interactive-passive distinction in a specific context, such as a particular media platform or technology, it is helpful to assess the level of user engagement, control, and interactivity that the platform allows. This can often be determined by evaluating the available user actions, feedback mechanisms, and the degree to which the user can influence the content or experience.