{"id":1339,"date":"2022-04-13T20:02:53","date_gmt":"2022-04-13T18:02:53","guid":{"rendered":"http:\/\/theatreinprogress.ch\/?p=1339"},"modified":"2022-06-16T18:53:04","modified_gmt":"2022-06-16T16:53:04","slug":"live-performance-and-video-games-symposium","status":"publish","type":"post","link":"https:\/\/theatreinprogress.ch\/?p=1339","title":{"rendered":"Live performance and video games\/ symposium"},"content":{"rendered":"<p><img loading=\"lazy\" class=\"alignright size-full wp-image-1341\" src=\"https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350.jpg\" alt=\"\" width=\"2390\" height=\"1370\" srcset=\"https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350.jpg 2390w, https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350-300x172.jpg 300w, https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350-1024x587.jpg 1024w, https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350-768x440.jpg 768w, https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350-1536x880.jpg 1536w, https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350-2048x1174.jpg 2048w, https:\/\/theatreinprogress.ch\/wp-content\/uploads\/2022\/04\/Capture-decran-2022-04-12-192350-1260x722.jpg 1260w\" sizes=\"(max-width: 2390px) 100vw, 2390px\" \/><\/p>\n\n\n<p><\/p>\n\n\n<p>Since the early 2000s, video games have become the economically dominant medium and their cultural importance has been growing ever since. It is, therefore, logical that an increasing number of creators of live performances are interested in video games. The influence of the latter can be viewed both thematically and formally (or scenographically), with various intermedia configurations (Muehlhausen 2014). The opposite phenomenon can also be observed: video games generally draw on pre-existing media and are sometimes inspired by live performance.<\/p>\n<p>To better understand new performances that are marked by video games, it would appear beneficial for theatrical research to draw upon game studies. Conversely, video games are increasingly observed from the perspective of their performative dimension (Jayemanne 2019). Narrative strategies, immersion, interaction, identification, multimodality, characters and the relationship between physical and virtual worlds: the fields of investigation concerning the complex relationship between live performance and video games are numerous and compound (Nicholson and Harpin 2017). This symposium will bring together specialists in the field and will provide an overview of research into this relationship. These events will also constitute an opportunity to extend certain previously proposed analyses.<\/p>\n<p>While intermedia theatre, in general, is the subject of a considerable amount of research and the various forms of participatory theatre, such as immersive theatre have also been the subject of several publications, the relationship between live performance and video games is still rarely studied and relatively few research papers dedicated to these issues exist (Biggin 2017, Dreifuss 2017, M\u00e4nnel 2018, B\u00fcscher 2018). Indeed, even if the portal nachtkritik.de has established the category, \u00ab\u00a0Game Theater\u00a0\u00bb, in its lexicon, where journalist Christian Rakow writes on the topic since 2012,\u00a0 and although several doctoral theses have been completed or are in progress in relation to this theme (Foster 2017, Dreifuss, M\u00e4nnel), there is a limited number of articles that relate to this topic. It should be noted that two international colloquia were held at the Z\u00fcrcher Hochschule der K\u00fcnste (ZHdK), in 2016, \u00ab\u00a0Gamification: Digitale Ausrahmungen des Theaters\u00a0\u00bb and in 2018 \u00ab\u00a0Ludification im Theater. Neue Utopien des Theatralen\u00a0\u00bb, both organized by Dieter Mersch and R\u00e9jane Dreifuss.<!--more--><\/p>\n<p>The aim is to understand how companies such as Machina eX transpose the structures of certain video games to the theatre, how the hybrid and multimodal performances of groups of artists, such as the emblematic Blast Theory, can be understood in the context of gamification in both the physical and virtual space. Several modes of appropriation have now been established: for example, the group, Vortex LLC, takes its inspiration from <em>Body-Tracked Multiplayer Gaming<\/em> and Yan Duyvendak from gaming protocols, by working with the public in an open space (<em>Virus<\/em>). Collectives, such as Rimini Protokoll or companies, such as Extraleben, use video games in the stage space. Video games are not only used in the theatre, but also, for example, in Matthieu Epp&rsquo;s storytelling performances or in hybrid forms, which combine the stage space with an immersive installation, such as the emerging group, rgb&rsquo;s <em>Brainwaves<\/em> project. It is also interesting to consider theatrical practices that play on immersion and induce a phenomenon of proprioception: they are developed by artists collaborating with neuroscientists, notably \u00c9ric Joris and CREW, Andrew Dawson and Aaron Reeves.<\/p>\n<p>From an inverted perspective, we will see how video games are influenced by the performing arts and how the notion of performativity can contribute to a better understanding of games (Homan 2014 and 2017). As a form of narrative representation, video games arguably include a multitude of intermedia references to film or literature. As a form of playful experience, video games also share many common aspects with board games, but also with theatre, in terms of different dimensions of play, participation and stage interaction (Kolesch, Sch\u00fctz and Nikoleit 2019). We will examine in more detail to what extent intermedia references to live performances play a role in video games. We will also look at the creation of video games by live performance artists, such as the Austrian collective, Gold Extra.<\/p>\n<p>It is now widely accepted that game studies are a highly interdisciplinary field and that different approaches are needed to understand all their dimensions. Connections between video games and theatre have existed at least since Brenda Laurel&rsquo;s seminal publication, <em>Computers as Theatre<\/em>, which highlighted analogies between the two forms, particularly in terms of their potential for representation and interaction. Gonzalo Frasca, in his work of the early 2000s, brought video games closer to Augusto Boal&rsquo;s Theatre of the Oppressed, questioning their potential as a space for active and critical participation by players (Frasca 2001). Subsequently, various articles have sought to establish links between video games and performativity (Ackermann 2014, Neitzel 2018, Leichter 2019, Huuhka 2020, Levet 2021).<\/p>\n<p>One of the main questions is to what extent video games go beyond mere representation and can be viewed as a performative act, not only when played in front of an audience at e-sports events or during broadcasts on Twitch, but also at the level of the game itself. In this context, it will be necessary to understand how video games can develop discourses beyond representation (\u00ab\u00a0procedural rhetoric\u00a0\u00bb, Bogost 2008) and how the players who participate, should be considered (\u00ab\u00a0expressive potential\u00a0\u00bb, Genvo 2012). Central to the analyses are often questions relating to the position of gamers and their participation, be it immersion, involvement or incorporation (Calleja 2011) or even a dual status as a performer and spectator (Neitzel 2018). These and other questions will be explored during the symposium, in order to gain a better understanding of contemporary live performance and video games, and their multiple relationships.<\/p>\n<p><strong><em>\u00a0<\/em><\/strong><strong><em>Some of the topics to consider include but are not limited to:<\/em><\/strong><\/p>\n<ul>\n<li>Game Theater<\/li>\n<li>Video games on stage<\/li>\n<li>Games and performativity<\/li>\n<li>Pervasive games and live performance<\/li>\n<li>Performativity theory and game theory<\/li>\n<li>The gamification of (performance) art<\/li>\n<li>Play (on stage and in games)<\/li>\n<li>Masks and avatars<\/li>\n<li>Immersive theaters, immersive games<\/li>\n<\/ul>\n<p><strong>Submission<\/strong><\/p>\n<p>Submission should include an abstract and a short biography. Material should be prepared in English. Submissions should be about one page long and they should be sent to R\u00e9jane Dreifuss (rejane.dreifuss(at)zhdk.ch), Simon Hagemann (simon.hagemann(at)univ-lorraine.fr) and Izabella Pluta (izabella.pluta(at)unil.ch) before <span style=\"color: #800000;\"><strong>1st July 2022 (extended)<\/strong><\/span>. The symposium will be held in English in online mode.<\/p>\n<p><strong>\u00a0<\/strong><strong>Host (online)<\/strong><\/p>\n<p>Institute for the Performing Arts and Film, Z\u00fcrcher Hochschule der K\u00fcnste (Switzerland)<\/p>\n<p><strong>In cooperation with<\/strong><\/p>\n<p><strong>\u00a0<\/strong>INREV, Universit\u00e9 Paris 8 (France)<\/p>\n<p>CREM, Universit\u00e9 de Lorraine (France)\u00a0<\/p>\n<p>GameLab UNIL-EPFL, Universit\u00e9 de Lausanne, Ecole polytechnique f\u00e9d\u00e9rale de Lausanne (Switzerland)<\/p>\n<p>Association Theatre in Progress (Switzerland)<\/p>\n<p><strong>Confirmed Keynote speakers<\/strong><\/p>\n<p>PD Dr. Britta Neitzel (Heinrich Heine Universit\u00e4t D\u00fcsseldorf)<\/p>\n<p>Prof. Mike Sell (Indiana University of Pennsylvania)<\/p>\n<p>Prof. Dr. Margarete Jahrmann (Universit\u00e4t f\u00fcr angewandte Kunst Wien \/ Z\u00fcrcher Hochschule der K\u00fcnste)<\/p>\n<p>Associate Prof. Josephine Machon (Middlesex University London)<\/p>\n<p>Associate Prof. Lawrence Switzky (University of Toronto)<\/p>\n<p>Associate Prof. Miguel Sicart (IT University Copenhagen)<\/p>\n<p><strong>Scientific Committee:\u00a0<\/strong><\/p>\n<p><strong>\u00c1gnes Bakk <\/strong>(PhD, Moholy-Nagy University of Art and Design, Budapest, Hungary)\u00a0<\/p>\n<p><strong>R\u00e9jane Dreifuss<\/strong> (candidate au doctorat, Haute Ecole des Arts de Zurich, D\u00e9partement des arts du spectacle et du cin\u00e9ma)<\/p>\n<p><strong>Laurent Di Filippo<\/strong> (Ma\u00eetre de conf\u00e9rences, Sciences de l&rsquo;information et de la communication, Docteur en SIC et en \u00e9tudes scandinaves, Universit\u00e9 de Lorraine, CREM)<\/p>\n<p><strong>Douglas Eacho<\/strong> (Assistant Professor, University of Toronto, Center for Drama, Theatre and Performance Studies, Canada)<\/p>\n<p><strong>Georges Gagner\u00e9<\/strong> (Ma\u00eetre de conf\u00e9rences, Images Num\u00e9riques et R\u00e9alit\u00e9 Virtuelle &#8211; INREV, Universit\u00e9 Paris VIII Vincennes\/Saint-Denis, France, didascalie.net)<\/p>\n<p><strong>Simon Hagemann<\/strong> (Dr, Universit\u00e9 de Lorraine, CREM)<\/p>\n<p><strong>Marleena Huuhka<\/strong> (doctoral researcher, Faculty of Information Technology and Communication Sciences, Tampere University)<\/p>\n<p><strong>David Javet <\/strong>(Dr, Universit\u00e9 de Lausanne, Gamelab)\u00a0<\/p>\n<p><strong>Andy Lavender <\/strong>(Vice Principal and Director of Production Arts, and Professor of Theatre &amp; Performance at Guildhall School of Music &amp; Drama)<\/p>\n<p><strong>C\u00e9dric Plessiet<\/strong> (Ma\u00eetre de conf\u00e9rences HDR, Responsable de The Digital Image and Virtual Reality research team, Universit\u00e9 Paris VIII Vincennes\/Saint-Denis, France)<\/p>\n<p><strong>Izabella Pluta<\/strong> (Dr, Universit\u00e9 de Lausanne, Centre d\u2019\u00e9tudes th\u00e9\u00e2trales)<\/p>\n<p><strong>H\u00e9l\u00e8ne Sellier <\/strong>(Dr, researcher and narrative designer at The Seed Crew)<\/p>\n<p><strong>Office for the symposium<\/strong>: Th\u00e9o Arnulf (PhD candidate, University Paris 8, France): Theoarnulf75@gmail.com<\/p>\n<p><strong>References<\/strong><\/p>\n<p>Ackermann, Judith: \u201cDigital Games und Hybrid Reality Theatre\u201d. In: Beil, Benjamin; Freyermuth, Fundolf S.; Gotto, Lisa (Hg.): New Game Plus Perspektiven der Game Studies. Genres- K\u00fcnste- Diskurse. Bild und Bit. Studien zur digitalen Medienkultur, Bd. 3. Bielefeld: transcript Verlag 2014, pp. 63-88.<\/p>\n<p>Biggin, Rose: <em>Immersive theatre and audience experience: Space, game and story in the work of Punchdrunk<\/em>. Cham: Palgrave Macmillan, 2017.<\/p>\n<p>Bogost, Ian: \u201cThe Rhetoric of Video Games\u201d. In: Katie Salen., John D. et. al. (Hg): The Ecology of Games: Connecting Youth, Games, and Learning. Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press 2008, pp. 117\u2013140.<\/p>\n<p>B\u00fcscher, Barbara: \u201eGaming-Strategien im Theater: Spiel-Situationen, dokumentiert und notiert. Methodische \u00fcberlegungen zur (Auff\u00fchrungs-)Analyse\u201c, in: Hust, Christof (Hg.): <em>Digitale Spiele. Interdisziplin\u00e4re Perspektiven zu Diskursfeldern, Inszenierung und Musik<\/em>. Bielefeld: transcript Verlag 2018; pp. 193-204.<\/p>\n<p>Calleja, Gordon, <em>In-Game : From Immersion to Incorporation<\/em>, MIT Press, 2011.<\/p>\n<p>Dreifuss, R\u00e9jane, \u201cQuand le spectateur devient joueur. L\u2019exp\u00e9rience du th\u00e9\u00e2tre-jeu \u00ab Toxik \u00bb au th\u00e9\u00e2tre Hebbel am Ufer \u00e0 Berlin\u201d. In CRITIQUES, In Web:<a href=\"https:\/\/theatreinprogress.ch\/?p=339#more-339\"> https:\/\/theatreinprogress.ch\/?p=339#more-339<\/a>g<a href=\"https:\/\/www.digra.org\/digital-library\/publications\/plays-the-thing-a-framework-to-study-videogames-as-performance\/\">ames-as-performance\/<\/a>.<\/p>\n<p>Foster, Greg: <em>Towards a Theatre for Gamers: A new paradigm of practice in contemporary live performance as a response to games and interactivity in digital media and performance culture<\/em>, Thesis, University of Salford, 2017.<\/p>\n<p>Frasca, Gonzalo, <em>Videogames of the oppressed Videogames as a means for critical thinking and debate<\/em>. MA. Thesis, Atlata Georgia Institute of Technology, 2001.<\/p>\n<p>Genvo, S\u00e9bastien: \u00ab Comprendre et d\u00e9velopper le potentiel expressif \u00bb. In<a href=\"https:\/\/www.cairn.info\/revue-hermes-la-revue.htm\"> Herm\u00e8s, La Revue<\/a>,<a href=\"https:\/\/www.cairn.info\/revue-hermes-la-revue-2012-1.htm\"> no 62, 2012\/1<\/a>, pp.127-133, In Web:<a href=\"https:\/\/www.cairn.info\/revue-hermes-la-revue-2012-1-page-127.htm\"> https:\/\/www.cairn.info\/revue-hermes-la-revue-2012-1-page-127.htm<\/a><\/p>\n<p>Homan, Daniel, Homan, Sidney: \u00ab\u00a0The Interactive Theater of Video Games: The Gamer as Playwright, Director, and Actor\u00a0\u00bb. In: <em>Comparative Drama<\/em>, Vol. 48, Iss. 1, 2014, In Web:<a href=\"http:\/\/scholarworks.wmich.edu\/compdr\/vol48\/iss1\/11\"> http:\/\/scholarworks.wmich.edu\/compdr\/vol48\/iss1\/11<\/a><\/p>\n<p>Homan, Sidney (Ed.): <em>Playing offstage: the theater as presence or factor in the real world<\/em>. Lanham. Lexington Books, 2017.<\/p>\n<p>Huuhka Marleena : \u00ab\u00a0Playing is Performing: Video Games as Performance\u00a0\u00bb. In: Sp\u00f6hrer M., Waldrich H. (eds) <em>Einspielungen. Neue Perspektiven der Medien\u00e4sthetik<\/em>. Springer VS, Wiesbaden, 2020. <a href=\"https:\/\/doi.org\/10.1007\/978-3-658-30721-9_3\">https:\/\/doi.org\/10.1007\/978-3-658-30721-9_3<\/a><\/p>\n<p>Jayemanne, Darshana: <em>Performativity in Art, Literature and Videogames<\/em>, Palgrave, 2017.<\/p>\n<p>Kolesch, Doris, Sch\u00fctz, Theresa, Nikoleit Sophie (Ed): <em>Staging Spectators in Immersive Performances: Commit Yourself!,<\/em> Routledge Studies in Affective Societies Book 5, New York: Routledge, 2019.<\/p>\n<p>Leichter, Magdalena, \u201eZwischen Passivit\u00e4t und Involvierung: Elemente der Performance im Computerspiel am Beispiel von \u201aTacoma\u2018\u201c, in paidia.de, 25.07.2019.<\/p>\n<p>Levet, Olivia, \u00ab Th\u00e9\u00e2tre immersif et jeu vid\u00e9o \u00bb. In <em>Appareil<\/em> [En ligne], 23 | 2021, mis en ligne le 31 mars 2021, consult\u00e9 le 04 octobre 2021. URL : http:\/\/journals.openedition.org\/appareil\/3991 ; DOI : <a href=\"https:\/\/doi.org\/10.4000\/appareil.3991\">https:\/\/doi.org\/10.4000\/appareil.3991<\/a><\/p>\n<p>M\u00e4nnel, Juliane, \u201e\u203aPut theater at play\u2039: Spielanordnungen im Theater Aktuelle Tendenzen und methodische Fragen an Auff\u00fchrungen als Spiel-Situationen\u201c, in: Hust, Christof (Hg.): <em>Digitale Spiele. Interdisziplin\u00e4re Perspektiven zu Diskursfeldern, Inszenierung und Musik. <\/em>Bielefeld: transcript Verlag 2018; p. 205-218.<\/p>\n<p>Muehlhausen, Andrew: <em>Video Game Theater: Designing Interactive Spaces for Real Human Interactions<\/em>, Master of Fine Arts in Theater and Dance, University of California, San Diego, 2014, In Web:<a href=\"http:\/\/escholarship.org\/uc\/item\/1bd195kb\"> http:\/\/escholarship.org\/uc\/item\/1bd195kb<\/a><\/p>\n<p>Neitzel, Britta: \u201eVideospiele(n) als Auff\u00fchrung(en) und Auff\u00fchrungen in Videospielen\u201c. In: Hust, Christof (Hg.): Digitale Spiele. Interdisziplin\u00e4re Perspektiven zu Diskursfeldern, Inszenierung und Musik. Bielefeld: transcript Verlag 2018, p. 179-192.<\/p>\n<p>Nicholson, Helen and Harpin, Anna: <em>Performance und Participation Practices, Audiences, politics. <\/em>London. Palgrave, 2017.<\/p>\n<p>Rakow, Christian, \u201cDie Ritter der Interaktivit\u00e4t. Computerspiele und Theater \u2013 Wie die neue Medienkunst die B\u00fchnenwirklichkeit ver\u00e4ndert\u201c , Novembre 2012, <a href=\"https:\/\/nachtkritik.de\/index.php?option=com_content&amp;view=article&amp;id=7452:computerspiele-und-theater-wie-die-neue-medienkunst-die-buehnenwirklichkeit-veraendert&amp;catid=101:debatte&amp;Itemid=84\">https:\/\/nachtkritik.de\/index.php?option=com_content&amp;view=article&amp;id=7452:computerspiele-und-theater-wie-die-neue-medienkunst-die-buehnenwirklichkeit-veraendert&amp;catid=101:debatte&amp;Itemid=84<\/a><\/p>\n<p>\u00a0<\/p>\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Since the early 2000s, video games have become the economically dominant medium and their cultural importance has been growing ever since. It is, therefore, logical that an increasing number of creators of live performances are interested in video games. The influence of the latter can be viewed both thematically and formally (or scenographically), with various&hellip; <\/p>\n<p class=\"toivo-read-more\"><a href=\"https:\/\/theatreinprogress.ch\/?p=1339\" class=\"more-link\">Lire la suite <span class=\"screen-reader-text\">de<\/span> <span class=\"screen-reader-text\">Live performance and video games\/ symposium<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[3],"tags":[164,165],"_links":{"self":[{"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=\/wp\/v2\/posts\/1339"}],"collection":[{"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1339"}],"version-history":[{"count":8,"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=\/wp\/v2\/posts\/1339\/revisions"}],"predecessor-version":[{"id":1373,"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=\/wp\/v2\/posts\/1339\/revisions\/1373"}],"wp:attachment":[{"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1339"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1339"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/theatreinprogress.ch\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1339"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}