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Why Interaction?

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Argues that interaction aims for an unfinished ideal where participants alter outcomes rather than follow a fixed script and uses a fader metaphor to map control from passive to fully open. Contrasts railroading vs branching to show shallow choice versus genuine co-creation, names virtual reality and live gatherings as different tools, claims truly interactive works produce a unique run every time, and urges tangible practices like limiting devices and using program books to foster human encounter.

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