There are many examples of interactivity in the web series Welcome to Sanditon, four of which I will discuss here. These four examples will fall under the categories of stimulus and response, communication, exchange of information, and acquisition.

  1. Stimulus and Response: There are many examples of stimulus and response in Welcome to Sanditon, the most prominent in my opinion being the participation of the users in the creation of the series. In order to participate in the videos, the participants needed to be given a description of what would be happening at that point in the story; the stimulus. Then, after obtaining background information, the users made their own videos to be submitted and used within the series; the response.
  2. Communication: The example of communication within Welcome to Sanditon happens within the actual series itself. The use of Domino to record videos, send video messages, and call other people is an example of communication between users, even if the users are the “computerized” ones or the characters played by the actors.
  3. Exchange of Information: There were many ways information could be exchanged between the characters in the series and the users participating in the series provided by the creators of the series. First, users watching the series on YouTube could leave comments on each video or like/dislike the videos. Second, twitter accounts were made for each character, so users were able to scroll through a twitter feed to find more information on what was happening in the series when the cameras weren’t rolling.
  4. Acquisition: The ways users could gather information about the characters and events in the series varied greatly, and also are very closely tied to both the communication and exchange of information aspects of interactivity. Most of the materials users could collect were virtual and just in the form of  information, but users could find information on many different media platforms: YouTube, Twitter, Facebook, etc.