03747nam 22005053 450 991094781690332120241230084507.097838394717393839471737(CKB)36421884800041(MiAaPQ)EBC31861658(Au-PeEL)EBL31861658(OCoLC)1473267109(Exl-AI)31861658(NjHacI)9936421884800041(ScCtBLL)ec478600-b058-4a6f-a22c-9bf2f16adbcd(EXLCZ)993642188480004120241230d2024 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierLive Performance and Video Games Inspirations, Appropriations and Mutual Transfers1st ed.Bielefeld :transcript Verlag,2024.©2024.1 online resource (269 pages)9783837671735 3837671739 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 -- Introduction -- 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 -- References -- Biographies -- Video Games, Flow, and Immersive Theatre: Participatory Arts in the Ultraliberal Era -- Introduction -- 1. The flow state: Toward an optimal, total, and visceral experienceGenerated by AI.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.Games and technologyGames and technology.794.8Hagemann Simon1737431Pluta Izabella1454109Röckenhaus Kordula0MiAaPQMiAaPQMiAaPQBOOK9910947816903321Live Performance and Video Games4333678UNINA