Waiting used to be part of media. People scheduled viewing, installed software, downloaded large files, or planned around a fixed venue. Modern audiences increasingly expect the opposite: open a browser, tap a link, and begin.nnStreaming helped establish that expectation, but it now reaches podcasts, interactive features, casual games, live events, and other forms of digital entertainment. Convenience is not the whole experience, yet friction can decide whether an audience ever reaches the experience at all.nnFor publishers and creators, instant access has become less of a novelty and more of a design assumption.
Visual stories, digital culture & interactive entertainment.