If you want to get to the root of it all, then think of games as a series of "If... Then..." clauses. Ping and Pong. What I mean is that at some point in a game, user input must be required to proceed. The controller (or keyboard and mouse) is the medium that allows the user input. Hell, with the same reasoning, those activities in interactive DVD's and Blu-Rays can be viewed as games because the remote acts as a makeshift controller: you need to press a button to proceed onto the next activity. So basically, if you take the controller away then it's not a game anymore.
As much as I am reluctant to say it, Dear Esther is a game because you need to move the player to proceed through the story. Regarding Heavy Rain, even if you can theoretically put down the controller in every QTE, you still need to move the character yourself at some point to get from event to event. It was barely enough to be labeled as a game, even though the developers were inclined to call it an "interactive experience." I'm assuming the same goes for Indigo Prophecy.
@laserbolts: These are the type of questions New Media scholars ask to pinpoint the origin and definition of video games so the rest of the world can use it as factual evidence. Don't call the OP pointless because you don't understand the question.
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