語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Getting in on the Action: Spectators...
~
Silver, Cassandra Leona.
FindBook
Google Book
Amazon
博客來
Getting in on the Action: Spectatorship at the Technologized Interface of Live Performance.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Getting in on the Action: Spectatorship at the Technologized Interface of Live Performance./
作者:
Silver, Cassandra Leona.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2023,
面頁冊數:
213 p.
附註:
Source: Dissertations Abstracts International, Volume: 85-05, Section: A.
Contained By:
Dissertations Abstracts International85-05A.
標題:
Performing arts. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30638498
ISBN:
9798380839730
Getting in on the Action: Spectatorship at the Technologized Interface of Live Performance.
Silver, Cassandra Leona.
Getting in on the Action: Spectatorship at the Technologized Interface of Live Performance.
- Ann Arbor : ProQuest Dissertations & Theses, 2023 - 213 p.
Source: Dissertations Abstracts International, Volume: 85-05, Section: A.
Thesis (Ph.D.)--University of Toronto (Canada), 2023.
This dissertation explores the impact of evolving media and technology on theatre audiences and the consequent performative labour of tech-savvy spectators. In the context of increasing use of digital devices, some theatre and performance-makers are challenging audiences with interactive art projects that make use of ubiquitous technologies. By examining this mode of performative spectatorship through critical scholarship on video games, the dissertation offers insight into the nature of interactive theatre and performance-going and the ethics of demanding so much from the public. The project uses a comparative methodology to examine video game-like performances and engage with theatre companies and artists who use intermedial interventions to encourage dynamic interactions between the audience and the artwork. The analysis is organized into three categories: animated components of installation art, theatrical events where audience input changes the action on stage, and alternate reality games where spectators take on roles in the production. Close reading and analysis of the creative process and ultimate performance of these projects provide substantive material to explore the implications of interactive intermediality.The first chapter of the dissertation aims to explain why concepts from video games are useful in analyzing performance events. It delves into key ideas about games and gamers, highlighting how the process of playing a game is a creative project that involves imagination and problem-solving. The second chapter focuses on art objects that require observer engagement to animate them, challenging traditional notions of liveness as a quality inherent in objects/performances themselves. Instead, the chapter considers liveness as a state of being produced by spectator engagement. The third chapter explores theatre and theatre-like performances and examines the ethics of making audiences conspicuous within the frame of the performance event. Using the gaming concept of ludonarrative dissonance, the chapter suggests that spectatorial unease can be ethically or socially productive. Finally, the fourth chapter demonstrates how alternate reality games can serve as community-building enterprises that mobilize participation both within the game world and without. Overall, the dissertation offers insights into the nature of interactive performance events and spectatorship, using video game concepts and ideas to illuminate these phenomena.
ISBN: 9798380839730Subjects--Topical Terms:
523119
Performing arts.
Subjects--Index Terms:
Alternate reality games
Getting in on the Action: Spectatorship at the Technologized Interface of Live Performance.
LDR
:03697nmm a2200397 4500
001
2398888
005
20240819061918.5
006
m o d
007
cr#unu||||||||
008
251215s2023 ||||||||||||||||| ||eng d
020
$a
9798380839730
035
$a
(MiAaPQ)AAI30638498
035
$a
AAI30638498
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Silver, Cassandra Leona.
$0
(orcid)0009-0009-8932-7301
$3
3768834
245
1 0
$a
Getting in on the Action: Spectatorship at the Technologized Interface of Live Performance.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2023
300
$a
213 p.
500
$a
Source: Dissertations Abstracts International, Volume: 85-05, Section: A.
500
$a
Advisor: Cesare Schotzko, Nikki.
502
$a
Thesis (Ph.D.)--University of Toronto (Canada), 2023.
520
$a
This dissertation explores the impact of evolving media and technology on theatre audiences and the consequent performative labour of tech-savvy spectators. In the context of increasing use of digital devices, some theatre and performance-makers are challenging audiences with interactive art projects that make use of ubiquitous technologies. By examining this mode of performative spectatorship through critical scholarship on video games, the dissertation offers insight into the nature of interactive theatre and performance-going and the ethics of demanding so much from the public. The project uses a comparative methodology to examine video game-like performances and engage with theatre companies and artists who use intermedial interventions to encourage dynamic interactions between the audience and the artwork. The analysis is organized into three categories: animated components of installation art, theatrical events where audience input changes the action on stage, and alternate reality games where spectators take on roles in the production. Close reading and analysis of the creative process and ultimate performance of these projects provide substantive material to explore the implications of interactive intermediality.The first chapter of the dissertation aims to explain why concepts from video games are useful in analyzing performance events. It delves into key ideas about games and gamers, highlighting how the process of playing a game is a creative project that involves imagination and problem-solving. The second chapter focuses on art objects that require observer engagement to animate them, challenging traditional notions of liveness as a quality inherent in objects/performances themselves. Instead, the chapter considers liveness as a state of being produced by spectator engagement. The third chapter explores theatre and theatre-like performances and examines the ethics of making audiences conspicuous within the frame of the performance event. Using the gaming concept of ludonarrative dissonance, the chapter suggests that spectatorial unease can be ethically or socially productive. Finally, the fourth chapter demonstrates how alternate reality games can serve as community-building enterprises that mobilize participation both within the game world and without. Overall, the dissertation offers insights into the nature of interactive performance events and spectatorship, using video game concepts and ideas to illuminate these phenomena.
590
$a
School code: 0779.
650
4
$a
Performing arts.
$3
523119
650
4
$a
Art criticism.
$3
526357
650
4
$a
Aesthetics.
$3
523036
653
$a
Alternate reality games
653
$a
Creative communities
653
$a
Interactive theatre
653
$a
Ludic art
653
$a
Spectatorship
653
$a
Video games
690
$a
0641
690
$a
0365
690
$a
0650
710
2
$a
University of Toronto (Canada).
$b
Drama.
$3
3285402
773
0
$t
Dissertations Abstracts International
$g
85-05A.
790
$a
0779
791
$a
Ph.D.
792
$a
2023
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30638498
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9507208
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入