Critical Mass (sociodynamics) - Interactive Media

Interactive Media

While critical mass can be applied to many different aspects of sociodynamics, it becomes increasingly applicable to innovations in interactive media such as the telephone, fax, or email. With other non-interactive innovations, the dependence on other users was generally sequential, meaning that the early adopters influenced the later adopters to use the innovation. However, with interactive media, the interdependence was reciprocal, meaning both users influenced each other. This is due to the fact that interactive media have high network externality, where in the value and utility of a good or service increases the more users it has. Thus, the increase of adopters and quickness to reach critical mass can therefore be faster and more intense with interactive media, as can the rate at which previous users discontinue their use. The more people that use it, the more beneficial it will be, thus creating a type of snowball effect and conversely, if users begin to stop using the innovation, the innovation loses utility, thus pushing more users to discontinue their use.

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