Immersive Theatre and Audience Experience

Space, Game and Story in the Work of Punchdrunk

Author: Rose Biggin

Publisher: Springer

ISBN: 3319620398

Category: Performing Arts

Page: 225

View: 6345

This book is the first full-length monograph to focus on Punchdrunk, the internationally-renowned theatre company known for its pioneering approach to immersive theatre. With its promises of empowerment, freedom and experiential joy, immersive theatre continues to gain popularity - this study brings necessary critical analysis to this rapidly developing field. What exactly do we mean by audience “immersion”? How might immersion in a Punchdrunk production be described, theorised, situated or politicised? What is valued in immersive experience - and are these values explicit or implied? Immersive Theatre and Audience Experience draws on rehearsals, performances and archival access to Punchdrunk, providing new critical perspectives from cognitive studies, philosophical aesthetics, narrative theory and computer games. Its discussion of immersion is structured around three themes: interactivity and game; story and narrative; environment and space. Providing a rigorous theoretical toolkit to think further about the form’s capabilities, and offering a unique set of approaches, this book will be of significance to scholars, students, artists and spectators.

Immersive Theatres

Intimacy and Immediacy in Contemporary Performance

Author: Josephine Machon

Publisher: Macmillan International Higher Education

ISBN: 1137019859

Category: Performing Arts

Page: 344

View: 6701

Charting the rise of the immersive theatre phenomenon, this is the first survey of immersive theories and practices for students, scholars and practitioners of contemporary performance. It includes original interviews with immersive artists and examines key topics such as site-specific performance and immersive technologies.

Creating Worlds

How to Make Immersive Theatre

Author: Jason Warren

Publisher: Nick Hern Books

ISBN: 9781848424456

Category:

Page: 192

View: 6477

A practical guide to creating successful immersive theatre productions, by an experienced theatre-maker and practitioner. Placing the audience at the heart of a production - not as passive bystanders but as active participants - is the impetus behind the hugely varied work of leading immersive theatre companies such as Punchdrunk, OneOhOne and Hobo Theatre. Done well, it can generate powerful, gut-level emotional effects that will long outlast the production itself. Creating Worlds offers a step-by-step breakdown of the entire journey towards making an immersive theatre production, and covers everything you need to consider, including: Deciding what kind of production you want to make, and the 'mission statement' for your piece Understanding and anticipating audience behaviour Planning and influencing journeys through the space Balancing interaction with narrative Giving your audience an active role, and navigating the thin line between free will and uncontrolled chaos Managing complex rehearsals, and preparing your cast for the unexpected Extending the audience experience outside of the performance Generating innovative ideas and tactics for marketing your production Throughout the book, Jason Warren draws on his own experiences of creating immersive theatre work in a variety of styles and settings. Also included is a glossary of key terms, and a schedule to help you make the most of your rehearsal period. An essential how-to guide for theatre-makers, artists, students and teachers who want to create their own immersive theatre, Creating Worlds is also a fascinating read for those interested in the inspirations and ideas that fuel the performances they love. 'The joy of working in this field is that there is so much left to discover... my aim with this book is to help you craft your own beliefs on what makes good immersive theatre - and to create responsive and rich worlds of your own.' Jason Warren

Beyond Immersive Theatre

Aesthetics, Politics and Productive Participation

Author: Adam Alston

Publisher: Springer

ISBN: 1137480440

Category: Performing Arts

Page: 241

View: 4999

Immersive theatre currently enjoys ubiquity, popularity and recognition in theatre journalism and scholarship. However, the politics of immersive theatre aesthetics still lacks a substantial critique. Does immersive theatre model a particular kind of politics, or a particular kind of audience? What’s involved in the production and consumption of immersive theatre aesthetics? Is a productive audience always an empowered audience? And do the terms of an audience’s empowerment stand up to political scrutiny? Beyond Immersive Theatre contextualises these questions by tracing the evolution of neoliberal politics and the experience economy over the past four decades. Through detailed critical analyses of work by Ray Lee, Lundahl & Seitl, Punchdrunk, shunt, Theatre Delicatessen and Half Cut, Adam Alston argues that there is a tacit politics to immersive theatre aesthetics – a tacit politics that is illuminated by neoliberalism, and that is ripe to be challenged by the evolution and diversification of immersive theatre.

Immersive Theatre

Engaging the Audience

Author: Josh Machamer

Publisher: Common Ground Publishing

ISBN: 9781612299181

Category: Performing Arts

Page: 148

View: 1923

A collection of essays that look to catalogue the popularization of "immersive" theatre/performance throughout the world; focusing on reviews of works, investigations into specific companies and practices, and the scholarship behind the "role" an audience plays when they are no longer bystanders but integral participants within production.

Reframing Immersive Theatre

The Politics and Pragmatics of Participatory Performance

Author: James Frieze

Publisher: Springer

ISBN: 1137366044

Category: Performing Arts

Page: 345

View: 5738

This diverse collection of essays and testimonies challenges critical orthodoxies about the twenty-first century boom in immersive theatre and performance. A culturally and institutionally eclectic range of producers and critics comprehensively reconsider the term ‘immersive’ and the practices it has been used to describe. Applying ecological, phenomenological and political ideas to both renowned and lesser-known performances, contributing scholars and artists offers fresh ideas on the ethics and practicalities of participatory performance. These ideas interrogate claims that have frequently been made by producers and by critics that participatory performance extends engagement. These claims are interrogated across nine dimensions of engagement: bodily, technological, spatial, temporal, spiritual, performative, pedagogical, textual, social. Enquiry is focussed along the following seams of analysis: the participant as co-designer; the challenges facing the facilitator of immersive/participatory performance; the challenges facing the critic of immersive/participatory performance; how and why immersion troubles boundaries between the material and the magical.

Audience Participation in Theatre

Aesthetics of the Invitation

Author: G. White

Publisher: Springer

ISBN: 1137010746

Category: Performing Arts

Page: 224

View: 1175

This book asks that we consider the practices that facilitate audience participation on equal terms with other elements of the theatre maker's art; it offers a theoretical basis for this new approach, illustrated by examples from diverse participatory performances.

(Syn)aesthetics

Redefining Visceral Performance

Author: J. Machon

Publisher: Springer

ISBN: 0230236952

Category: Performing Arts

Page: 221

View: 4485

A timely book that identifies the practice of '(syn)aesthetics' in artistic style and audience response, which helps to articulate the power of experiential practice in the arts. This exciting new approach includes interviews with leading practitioners in of theatre, dance, site-specific work, live art and technological performance practice.

Theory of Fun for Game Design

Author: Raph Koster

Publisher: "O'Reilly Media, Inc."

ISBN: 1449363172

Category: Computers

Page: 300

View: 1697

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Live Cinema

Cultures, Economies, Aesthetics

Author: Sarah Atkinson,Helen W. Kennedy

Publisher: Bloomsbury Publishing USA

ISBN: 1501324853

Category: Performing Arts

Page: 336

View: 8035

Live Cinema is a term used to capture a diverse range of experiences that incorporate a 'live' element in relation to a film's exhibition. The live augmentation of cinema screenings is not a new phenomenon, indeed this tendency is present throughout the entire history of cinema in the form of live musical accompaniments to silent screenings, showmanship practices, and cult film audience behaviours. The contemporary revival of experiential cinema captured within this volume presents instances where the live transcends the mediated and escapes beyond the boundaries of the auditorium. Our contributors investigate film exhibition practices that include synchronous live performance, site specific screenings, technological intervention, social media engagement, and all manner of simultaneous interactive moments including singing, dancing, eating and drinking. These investigations reveal new cultures of reception and practice, new experiential aesthetics and emergent economies of engagement. This collection brings together fifteen contributions that together trace the emergence of a vivid new area of study. Drawing on rich, diverse and interdisciplinary fields of enquiry, this volume encapsulates a broad range of innovative methodological approaches, offers new conceptual frameworks and new critical vocabularies through which to describe and analyse the emergent phenomena of Live Cinema.

Digital Storytelling

A creator's guide to interactive entertainment

Author: Carolyn Handler Miller

Publisher: CRC Press

ISBN: 1135044457

Category: Art

Page: 548

View: 1488

Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.

Oleanna

A Play

Author: David Mamet

Publisher: Vintage

ISBN: 030781761X

Category: Drama

Page: 96

View: 3496

In a terrifyingly short time, a male college instructor and his female student descend from a discussion of her grades into a modern reprise of the Inquisition. Innocuous remarks suddenly turn damning. Socratic dialogue gives way to heated assault. And the relationship between a somewhat fatuous teacher and his seemingly hapless pupil turns into a fiendishly accurate X ray of the mechanisms of power, censorship, and abuse.

The Wolves in the Walls

Author: Neil Gaiman

Publisher: Harper Collins

ISBN: 0380810956

Category: Juvenile Fiction

Page: 56

View: 5546

Lucy hears sneaking, creeping, crumpling noises coming from inside the walls. She is sure there are wolves living in the walls of her house.

Chris Crawford on Interactive Storytelling

Author: Chris Crawford

Publisher: New Riders

ISBN: 0133119637

Category: Computers

Page: 408

View: 1430

As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Interactive Digital Narrative

History, Theory and Practice

Author: Hartmut Koenitz,Gabriele Ferri,Mads Haahr,Di?dem Sezen,Tonguç ?brahim Sezen

Publisher: Routledge

ISBN: 1317668677

Category: Social Science

Page: 286

View: 7336

The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.

Theatre Noise

The Sound of Performance

Author: Lynne Kendrick,David Roesner

Publisher: Cambridge Scholars Publishing

ISBN: 1443837202

Category: Performing Arts

Page: 265

View: 9121

This book is a timely contribution to the emerging field of the aurality of theatre and looks in particular at the interrogation and problematisation of theatre sound(s). Both approaches are represented in the idea of ‘noise’ which we understand both as a concrete sonic entity and a metaphor or theoretical (sometimes even ideological) thrust. Theatre provides a unique habitat for noise. It is a place where friction can be thematised, explored playfully, even indulged in: friction between signal and receiver, between sound and meaning, between eye and ear, between silence and utterance, between hearing and listening. In an aesthetic world dominated by aesthetic redundancy and ‘aerodynamic’ signs, theatre noise recalls the aesthetic and political power of the grain of performance. ‘Theatre noise’ is a new term which captures a contemporary, agitatory acoustic aesthetic. It expresses the innate theatricality of sound design and performance, articulates the reach of auditory spaces, the art of vocality, the complexity of acts of audience, the political in produced noises. Indeed, one of the key contentions of this book is that noise, in most cases, is to be understood as a plural, as a composite of different noises, as layers or waves of noises. Facing a plethora of possible noises in performance and theatre we sought to collocate a wide range of notions of and approaches to ‘noise’ in this book – by no means an exhaustive list of possible readings and understandings, but a starting point from which scholarship, like sound, could travel in many directions.

Woyzeck

Author: Georg Büchner,Eric Bentley

Publisher: Samuel French, Inc.

ISBN: 9780573692550

Category: Drama

Page: 59

View: 2512

Drama / Characters: 14 male, 4 female Sacrificed to powers larger than himself, Woyzeck is one of drama's first anti-heroes. He serves a German captain and makes money by allowing a doctor to experiment on him, but his deeper morality leads him to a tragic end.

Performance in the Twenty-First Century

Theatres of Engagement

Author: Andy Lavender

Publisher: Routledge

ISBN: 113646719X

Category: Performing Arts

Page: 248

View: 786

Performance in the Twenty-First Century: Theatres of Engagement addresses the reshaping of theatre and performance after postmodernism. Andy Lavender argues provocatively that after the ‘classic’ postmodern tropes of detachment, irony, and contingency, performance in the twenty-first century engages more overtly with meaning, politics and society. It involves a newly pronounced form of personal experience, often implicating the body and/or one’s sense of self. This volume examines a range of performance events, including work by both emergent and internationally significant companies and artists such as Rimini Protokoll, Blast Theory, dreamthinkspeak, Zecora Ura, Punchdrunk, Ontroerend Goed, Kris Verdonck, Dries Verhoeven, Rabih Mroué, Derren Brown and David Blaine. It also considers a wider range of cultural phenomena such as online social networking, sports events, installations, games-based work and theme parks, where principles of performance are in play. Performance in the Twenty-First Century is a compelling and provocative resource for anybody interested in discovering how performance theory can be applied to cutting-edge culture, and indeed the world around them.

Narrative Design for Indies

Getting Started

Author: Edwin McRae

Publisher: Fiction Engine via PublishDrive

ISBN: 0473430622

Category: Computers

Page: 108

View: 7630

"An approachable, practical field guide for one of the trickiest and most rewarding aspects of game development, "Narrative Design for Indies" is packed with straightforward, actionable advice. Worth your time!" - Chris Bourassa, Creative Director of Darkest Dungeon. "This book's real strength lies in the fact that it's aimed directly at the indie developer with specific examples to bolster that." - Steve Ince, Creator of Captain Morgane and So Blonde. You want to create a video game? Great! You want to tell a story? Fantastic! You want to create a video game that tells a story? What? Are you insane?! I’m joking, kind of. You don’t have to be insane to tell a good story through your Indie video game, but you do have to be out of your mind. What I mean is, you have to empty your brain of a whole bunch of stuff that Hollywood and Triple-As have told you about games and stories, and fill it up with stuff that’s actually going to work on your teeny tiny budget. Three Act structure? That’s like trying to shove a giant triangle through a tiny circle. Hero’s Journey? Yup, that’ll take you nowhere, fast. Authorial Authority. Now you’re just winding me up! Whether you’re an Indie developer or a narrative designer wanting to work in the Indie space, Narrative Design for Indies: Getting Started is the first in a series of books that will take you through some tried and true techniques of Indie video game storytelling. Techniques that have been developed to blow minds rather than budgets. Who am I? And do you know how weird it feels to write a third person description of yourself? Edwin McRae has been working in the Indie video game space as a narrative designer for many years and is now scrambling his seasoned brain and serving it up as an omelette of hard-earned-wisdom for your educational consumption. For less than a Hearthstone Welcome Bundle or a few hundred clash of Clans gems, you can find out how to use story in your Indie game to both engage and immerse your players. You want to create an Indie video game that tells a story? Cool.