When you scroll through your social media feed and tap a poll, swipe through a product carousel, or click “Skip Ad” – you are exercising interactivity. It seems like a small, automatic act, but it represents a fundamental shift in how media and advertising work. For most of the 20th century, advertising was a monologue: brands spoke, audiences listened. Today, it is a conversation. Understanding the concept of interactivity – where it comes from, how it is structured, and how advertisers have built entire models around it – is essential to understanding how digital media and brand communication function in the modern world.
Table of Contents
- Defining interactivity: more than just a tech term
- Features of online interactivity
- Instant feedback and direct access
- Blurring the line between source and receiver
- The three elements of interactivity: Pavlik and McIntosh’s framework
- Element 1: A dialogue between a human and a computer program
- Element 2: The dialogue affects the content
- Element 3: Audience control over content
- Convergence and the Interactive Advertising Model (IAM)
- The Interactive Advertising Model by Rodgers and Thorson (2000)
- 1. The function of the ad
- 2. The structure of the ad
- 3. How consumers process the information
- Why interactivity still matters
Defining interactivity: more than just a tech term
The word “interactivity” has been in circulation since the late 1980s, initially as a computer science term. In its technical sense, it described the dialogue between a human and a computer – the input and output exchange mediated by hardware and software. But the concept quickly outgrew its origins in computer labs and entered the vocabulary of communication studies, sociology, and media theory.
From a communication standpoint, interactivity overlaps significantly with how we understand interpersonal communication – the exchange between two or more people. Scholar Sheizaf Rafaeli described interactivity as the condition of communication in which simultaneous and continuous exchange occurs. This dual nature – part technical mechanism, part social phenomenon – is what makes interactivity such a rich and contested concept. It is not purely about machines; it is about how those machines reshape the way people connect, respond, and create meaning together.
At its core, interactivity is the opposite of passivity. In a passive media environment, content flows in one direction. A television broadcast, a printed magazine ad, or a billboard – these are all one-way communication channels. The audience receives, but cannot respond within the medium itself. Interactivity breaks that model by enabling two-way or multi-way communication, where the consumer and the marketer can influence each other.
Features of online interactivity
When interactivity moved onto the internet, it acquired a set of distinctive features that have since transformed how both users and brands experience digital media. These are not just theoretical properties – they have practical consequences for how information is shared, advertising is designed, and audiences are engaged.
Instant feedback and direct access
One of the most significant features of online interactivity is the ability to send and receive instant feedback. A user can submit a query via a contact form, initiate a live chat with a brand’s support team, or email an information source and receive a response within minutes. For advertisers, this is transformative. Rather than waiting for quarterly consumer surveys or sales data, brands can now gather data on consumer preferences and behaviours through engagement metrics and interactive elements in real time.
Blurring the line between source and receiver
Perhaps the most profound shift brought by online interactivity is the collapse of the traditional distinction between content producers and content consumers. In the broadcast era, the roles were fixed: a television network produced content, and viewers consumed it. Online interactivity dismantles this hierarchy. Users can now create, edit, share, and respond to content – making them active participants rather than passive audiences.
The clearest example of this is platforms where mutual action between consumers and producers defines the entire experience. Wikipedia is a foundational case: there is no single editor-in-chief dictating content. The platform functions because anyone with knowledge and internet access can contribute, correct, or expand its entries. This user-generated model has since influenced everything from YouTube to TikTok to product review platforms, where consumer-created content often carries more credibility than brand-produced messaging.
This blurring has significant implications for advertisers. With interactive marketing, communication is a two-way street – audiences can interact with the ad and engage with the brand, rather than simply viewing it. The consumer is no longer the endpoint of a communication chain; they are an active node within it.
The three elements of interactivity: Pavlik and McIntosh’s framework
To move beyond a vague sense of what interactivity means, scholars John V. Pavlik and Shawn McIntosh identified three specific, structural elements that must be present for any media experience to be genuinely interactive. Their framework, drawn from their work on convergence and media studies, provides a clear analytical lens.
Element 1: A dialogue between a human and a computer program
This is the foundational layer. Interactivity begins as a dialogue between a human and a computer program – anything from email to online chats. For an experience to qualify as interactive, the user must be able to provide input and receive a response. Clicking a link, using a search bar, filling out a form, pressing play on a video – all of these are dialogic acts. If the system does not respond to user input, the experience is static, not interactive. This first element is the technical baseline.
Element 2: The dialogue affects the content
The second element is where interactivity becomes truly powerful. It is not enough for a system to simply respond; the dialogue must affect the nature or type of feedback or content received, changing as the dialogue continues. This is the principle behind personalised news feeds, recommendation algorithms, and adaptive advertising. A user’s past behaviour – what they searched, watched, or purchased – shapes what they are shown next. The content is not fixed; it is fluid and responsive to each individual’s pattern of interaction. This second element is what distinguishes truly intelligent interactive systems from simple click-and-respond mechanics.
Element 3: Audience control over content
The third element shifts focus to user agency. Interactivity is audience-based: the audience has some degree of control over the content and when it is seen – the ability to click hyperlinks, magnify an image, skip an advertisement, or choose what to watch next. This is the clearest break from traditional broadcast media, which imposed a linear schedule on audiences. On-demand streaming, interactive menus, and personalised playlists all embody this third element. Control has shifted from the broadcaster to the viewer.
Convergence and the Interactive Advertising Model (IAM)
Interactivity does not exist in a vacuum – it is deeply connected to the broader phenomenon of media convergence. As Pavlik and McIntosh describe, convergence is the coming together of computing, telecommunications, and media in a digital environment. The practical result is that a single device – a smartphone – can now function as a television, a radio, a newspaper, a shopping mall, and a communication platform simultaneously. This converged environment fundamentally altered how advertising operates.
For advertisers, convergence created both opportunity and complexity. Audiences are fragmented across multiple platforms and devices. They have complete control over what they watch and when. They can skip, block, or ignore ads with minimal effort. This new reality demanded a new theoretical framework for understanding how advertising actually works in an interactive, converged environment.
The Interactive Advertising Model by Rodgers and Thorson (2000)
In response to this challenge, scholars Shelly Rodgers and Esther Thorson developed the Interactive Advertising Model (IAM), published in the inaugural issue of the Journal of Interactive Advertising in 2000. The IAM is an integrative processing model of internet advertising that incorporates both functional and structural schools of thought – making it one of the most cited and influential frameworks in digital advertising research.
The IAM rests on three interconnected aspects that must all be considered to understand whether and how an online ad will be effective:
1. The function of the ad
The first aspect addresses why the ad exists – its purpose. The model begins with the functional perspective, which attempts to identify the reasons for internet use. Since users typically arrive online with a specific goal or agenda, Rodgers and Thorson argued that an effective advertising model must begin by accounting for why the user is online in the first place. An ad targeting someone researching a purchase decision must function very differently from one targeting someone casually browsing for entertainment. According to Thorson’s earlier classification, all ads can be grouped into five functional types: product/service, public service announcement, issue, corporate, and political.
2. The structure of the ad
The second aspect concerns the structural elements of the advertisement – its format, type, and interactive features. This includes everything from banner ads and video pre-rolls to clickable carousels and immersive augmented reality experiences. The structure determines how a user can physically interact with the ad. Various aspects of internet advertising are under the control of the advertiser – most of these variables include structural elements, such as ad types, formats and features. However, the IAM also acknowledges that consumers can, at times, influence structure – for example, by choosing to expand, minimise, or share an ad unit.
3. How consumers process the information
The third and most psychologically complex aspect of the IAM concerns information processing – how the user’s mental state, goals, and skill level affect how they perceive and respond to an ad. Rodgers and Thorson introduced the concept of a user’s “mode,” which ranges from highly goal-directed (a user searching for a specific product) to more playful or exploratory browsing. These functions operate in conjunction with the user’s mode – ranging from highly goal-directed to playful – to influence the types of ads web users will attend to and process. A user in a focused, goal-oriented mode will interact with an ad very differently from one who is casually scrolling. The IAM also identifies mediating variables like skill level and anxiety that can either help or hinder ad processing.
What made the IAM particularly significant was its insistence that interactivity is not merely a feature of online advertising – it is the very context within which all online advertising is experienced. The model moved scholarly and industry conversation away from simple questions of creative quality toward a more sophisticated understanding of how ads function within an interactive, user-controlled environment. Reviewed and expanded over 15 years of subsequent research, the IAM remains a foundational reference in digital advertising theory.
Why interactivity still matters
From its origins as a computer science term in the 1980s to its current status as the foundational principle of digital brand communication, interactivity has reshaped every layer of the media landscape. It has given audiences control, turned consumers into creators, and forced advertisers to think less about broadcasting messages and more about designing experiences.
Interactive advertisements flip the script on traditional marketing – rather than talking at consumers, they offer something in return: engagement, personalisation, and participation. Brands that understand the structural logic of interactivity – as defined by Pavlik and McIntosh – and apply it through frameworks like the IAM are better positioned to build lasting relationships with audiences who are increasingly empowered to tune out anything that feels like noise.
Interactive marketing transforms traditional one-way brand communication into a two-way exchange that involves both parties, making content more relevant, more memorable, and more likely to generate meaningful action. As digital media continues to evolve – through AI-driven personalisation, immersive extended reality experiences, and new social platforms – the underlying logic of interactivity remains constant: the more control and responsiveness a medium offers its audience, the more powerful it becomes.
What do you think? As artificial intelligence increasingly personalises every piece of content and advertising you see, does deeper interactivity feel like genuine engagement – or does it feel like surveillance in disguise? And with the line between content creator and content consumer now almost entirely erased, who do you think bears greater responsibility for what circulates online: the platforms, the brands, or the users themselves?
References
- https://pressbooks.pub/mediastudies/chapter/the-future-2/
- https://news.wpcarey.asu.edu/20070815-marketers-using-new-media-brands-can-be-defined-interactive-experience
- https://camphouse.io/blog/interactive-advertising
- https://en.wikipedia.org/wiki/Interactive_advertising
- https://verpex.com/blog/marketing-tips/interactivity-in-digital-marketing
- https://www.oreilly.com/library/view/digital-universe-the/9781405153294/18_chapter08.html
- https://www.tandfonline.com/doi/abs/10.1080/15252019.2000.10722043
- https://www.researchgate.net/publication/258357564_The_Interactive_Advertising_Model_How_People_Perceive_and_Process_Interactive_Ads
- https://www.routledge.com/Digital-Advertising-Theory-and-Research/Rodgers-Thorson/p/book/9781138654457
- https://www.northcentralcollege.edu/news/2022/11/09/what-interactive-media-advertising
- https://advertising.amazon.com/library/guides/interactive-marketing
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