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Live Performance and Video Games : Inspirations, Appropriations and Mutual Transfers.

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Format:
Book
Contributor:
Hagemann, Simon.
Pluta, Izabella.
Röckenhaus, Kordula.
Series:
Theater ; 165
Language:
English
Subjects (All):
Games and technology.
Physical Description:
1 online resource (269 pages)
Edition:
1st ed.
Place of Publication:
Bielefeld : transcript Verlag, 2024.
Language Note:
In English.
Summary:
This volume explores the intersections of live performance and video games, focusing on how digital technologies influence contemporary theatre practices and performance arts. Edited by Réjane Dreifuss, Simon Hagemann, and Izabella Pluta, the book examines the mutual inspirations and transfers between these mediums. It addresses topics such as gamified theatre, immersive experiences, the dramaturgy of video games, and the use of game technologies in live performances. Contributions from researchers and practitioners provide insights into the evolving narrative forms, participatory arts, and the interplay between physical and virtual realities. Intended for scholars, artists, and students in theatre studies and media arts, the publication aims to promote understanding of the cultural, technological, and performative dynamics shaping this interdisciplinary field. Generated by AI.
Contents:
Cover
Contents
subTexte
Acknowledgements
Introduction
Live Performance and Video Games: Introduction to an Interdisciplinary Field of Research
Introduction – Context, intentions, and origins of this volume
Gamification of live performance
Crucial turning points in contemporary live performance
Gamification of society and performance
Towards a game theatre
Gaming as performance
The integration of performance and video games: A question of perspective
The performative view of games and gaming
The sections and articles of this volume
References
Biographies
Potential and Critique of a Gamified Theatre
‘It’s (Not) Only a Game’… some Game‑Changing Potentials of Game‑Based Theatre
Play as ethos, discipline, training
Gameplay mechanics in the work of ZU‑UK and State of the [Art]
Playing the Game(show): Aesthetics, mechanics, care, and caretaking
Playing together, ‘in‐it‐togetherness’: Temporary community and communitas
Conclusion: Game‐changing play – Translations, transitions, transformations
Video Games, Flow, and Immersive Theatre: Participatory Arts in the Ultraliberal Era
1. The flow state: Toward an optimal, total, and visceral experience Generated by AI.
Notes:
This eBook is made available Open Access under a Creative Commons Attribution (CC BY) license: https://creativecommons.org/licenses/by-nc-nd/4.0
Description based on publisher supplied metadata and other sources.
Part of the metadata in this record was created by AI, based on the text of the resource.
ISBN:
9783839471739
3839471737
OCLC:
1473267109

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