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This
article gives a selective overview of the use of
interaction as a concept in computer game and
literary theory in the last decades. It uses this
overview as a sounding board for a (re)definition
and refinement of the concept, arguing that for
analytical purposes we need to approach from a more
stringent perspective how interaction concretely
functions in both single-user and multi-user "text"
forms. Following, it discusses primarily the scope
of interaction in various genres, outlining three
basic interactive" text" types: static,
pseudo-dynamic and dynamic.
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