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This collection of essays and interviews investigates current practices that expand our understanding and experience of performance through the use of state-of-the-art technologies. It brings together leading practitioners, writers and curators who explore the intersections between theatre, performance and digital technologies, challenging expectations and furthering discourse across the disciplines. As technologies become increasingly integrated into theatre and performance, Interfaces of Performance revisits key elements of performance practice in order to investigate emergent paradigms. To do this five concepts integral to the core of all performance are foregrounded, namely environments,...
Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
What are the key elements that go into creating a work of art for the stage? Which are the most productive conditions and methods of rehearsal? In this collection of interviews, 18 international artists share their experience and offer practical advice on the creation of performance work. Their answers provide a goldmine of tried and tested approaches as they discuss the common problems and difficulties of creative work, their turning-point experiences, and ways in which they have challenged performers and themselves to go beyond conditioned reflexes to create groundbreaking new work.
The concept of being-with developed by the philosopher Jean-Luc Nancy asks a fundamental question about human life, inasmuch as we have always been and will be co-existent with people and environments. All modes of sense-making and subjectivation, but also presence, can only occur within a context and through interaction. This is why historical forms of theater have frequently been viewed as sites of communality and why critical approaches have questioned concepts such as 'sense', 'meaning' and 'habitus'. Like literature, theater has also inherited the scene of myth: It satisfies our need for narration, interpretation and to share in something. In turn, the joint creation of meaning in scenic practices is also part of the traditional idealization of the theater – but is this ideal purely mythical? The authors of this book investigate and explore how meaning is being questioned or liberated in contemporary performances, and how individual thinking/action can be articulated to others, paving the way for other gestures, theatrical processes of recognition and the performative sharing process (of sense-making).
Performing Ground explores camouflage as a performance practice, arguing that the act of blending into one's environment is central to the ways we negotiate our identities through space. The book offers a critically rich investigation of how the performative practice of camouflage renders the politics of space, power, and gender (in)visible.
Theatre is traditionally considered a live medium but its ‘liveness’ can no longer simply be taken for granted in view of the increasing mediatisation of the stage. Drawing on theories of intermediality, Liveness on Stage explores how performances that incorporate film or video self-reflexively stage and challenge their own liveness by contrasting or approximating live and mediatised action. To illustrate this, the monograph investigates key aspects such as ‘ephemerality’, ‘co-presence’, ‘unpredictability’, ‘interaction’ and ‘realistic representation’ and highlights their significance for re-evaluating received notions of liveness. The analysis is based on productions...
How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through pl...
This handbook offers students and researchers compact orientation in their study of intermedial phenomena in Anglophone literary texts and cultures by introducing them to current academic debates, theoretical concepts and methodologies. By combining theory with text analysis and contextual anchoring, it introduces students and scholars alike to a vast field of research which encompasses concepts such as intermediality, multi- and plurimediality, intermedial reference, transmediality, ekphrasis, as well as related concepts such as visual culture, remediation, adaptation, and multimodality, which are all discussed in connection with literary examples. Hence each of the 30 contributions spans both a theoretical approach and concrete analysis of literary texts from different centuries and different Anglophone cultures.
An invaluable collection of essays and interviews exploring the business of interactive storytelling, this highly accessible guide offers invaluable insight into an ever-evolving field that is utilizing new spatial and interactive narrative forms to tell stories. This includes new media filmmaking and content creation, a huge variety of analog story world design, eXtended realities, game design, and virtual reality (VR) design. The book contains essays written by and interviews with working game designers, producers, 360-degree filmmakers, immersive theatre creators, and media professors, exploring the business side of interactive storytelling – where art meets business. Contributors to th...