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Rayuela Interactiva
The present article is a persuasive interactive story, which involves reading in almost-houses and narrating or relating to characters at the center of them through dialogue. After each house has read its part, it offers several options with an instruction signposting where readers must locate themselves based on their preferences (selected by default). The plot concludes when all houses are filled up without more space for reading material in one place after a long period of time that shows the reader is getting bored and tired. To prevent this from happening, use a paper-and-pencil ruler placed over part 1 to only reveal an option's path while keeping other areas hidden with your choice (included as interactive).
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