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Control and Feedback

The first two spectrums of interactivity focus on how much control the audience has over the outcome or the rate, sequence, or type of action, and how much feedback exists in the interface. Typically, experiences with high interactivity offer high levels of feedback and, at least, some control. Examples of these kinds of experiences are games in which the game play depends directly on the player's involvement and choices, unlike television in which the experience continues whether anyone is viewing or not.


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Copyright 1994 Nathan Shedroff