Abstract
We observe that a Mixed Reality Performance called Better Than Life gave rise to novel dramaturgical and ludic possibilities that have not been observed elsewhere. Mixed Reality Performance is an emergent genre that takes many forms, in this case a live experience for a small group of physical participants (PP) and a larger group of online participants (OP). Both groups were offered individual and collective interactions that altered the narrative in real time. A mixed methodology approach to data generated during the performance has identified two key moments where both physical and online participant groups are split into many subgroups by ongoing live events. These events cause tensions that affect the trajectories of participants that make up their experience. Drawing on literary, theatre, cinema and digital game criticism we suggest that the possibilities for engagement in Mixed Reality Performance are exponentially greater than those available to previous media.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
- 2.
The Adventure Game BBCTV, UK 1980.
- 3.
Knightmare ITV, UK 1987.
- 4.
The Last Remake of Beau Geste. Marty Feldman, Universal Pictures, US (1977).
- 5.
A Nightmare on Elm St. Wes Craven, New Line Cinema, US (1984).
- 6.
Alan Wake. Remedy Entertainment, Finland ( 2010).
- 7.
In the UK, a traditional Xmas panto is a theatre show invariably including a sequence where the villain appears behind the hero, prompting the audience to cry out “he’s behind you!” The hero turns but the villain has hidden. The hero berates the audience for interrupting, then the sequence is repeated.
References
Allain, S., Szilas, N.: Exploration de la métalepse dans les “serious games” narratifs. Revue STICEF 19 (2012). http://sticef.org
Ayckbourn, A.: The Crafty Art of Playmaking. Faber & Faber, London (2002)
Benford, S., Giannachi, G.: Performing Mixed Reality. MIT Press, Cambridge (2011)
Boyd, F.: Immersive media: to the holodeck and beyond, knowledge transfer network blog post. www.ktn-uk.co.uk/immersive-media-to-the-holodeck-and-beyond/. Accessed 6 June 2015
Developer Commentary, Left 4 Dead 2, (2009 Video Game) Valve Software (2009). http://left4dead.wikia.com/wiki/Developer_Commentary_(Left_4_Dead_2)
Eco, U., Dixon, R. (trans.): The Prague Cemetery. Random House, London (2011)
Edgar, D.: How Plays Work. Nick Hern Books, London (2009)
Ensslin, A.: Diegetic exposure and cybernetic performance: towards interactional metalepsis. In: Plenary presented at Staging Illusion: Digital and Cultural Fantasy, University of Sussex 8–9 December 2011
Genette, G., Lewin, J. (trans.): Narrative Discourse: An Essay in Method. Cornell University Press, Ithaca (1983)
Harman, G.: Weird Realism: Lovecraft and Philosophy. Zero, Croydon (2012)
Hofstadter, D.: I Am a Strange Loop. Basic Books, New York (2007)
Hultman, A., Westerling, A., Wrigstad, T.: Behind the façade of a nice evening with the family. In: Playgrounds Worlds: Creating and evaluating Experiences of Role-Playing Games. Ropecon ry, Helsinki (2008)
Kukkonen, K., Klimek, S. (eds.): Metalepsis in Popular Culture. Walter de Gruyter, Berlin (2011)
Jenkes, C.: Presentation at NESTA Arts Digital R&D Learning Day, 11 June 2015
Lovecraft, H.P.: The Dreams in the Witch House and Other Weird Stories. Penguin, New York (2004)
Montfort, N.: Twisty Little Passages: An Approach to Interactive Fiction. The MIT Press, London (2003)
Myers, D.: What’s good about bad play. In: Proceedings of the 2nd Australasian Conference on Interactive Entertainment, pp. 133–140. Creativity and Cognition Press, Sydney (2005)
Pearson, M., Shanks, M.: Theatre/Archaeology. Routledge, Padstow (2009)
Pereira, J.: A narrative at war with a crossword – an introduction to interactive fiction. In: Expectations Eclipsed in Foreign Language Education: Learners and Educators on an Ongoing Journey, pp. 87–97. Sabancı Üniversitesi, İstanbul (2011)
Perron, B.: Présentation. L’entre-jeux: médiations ludiques. Intermédialités: histoire et théorie des arts, des lettres et des techniques/Intermediality: History and Theory of the Arts, Literature and Technologies, 9, 9–13 (2007). http://id.erudit.org/iderudit/1005526ar
Ranciere, J.: The Emancipated Spectator. Verso, London (2009)
Ryan, M.-L.: Avatars of Story (Electronic Mediations). University of Minnesota Press, Minneapolis (2006)
Salter, C.: Entangled: Technology and the Transformation of Performance. MIT Press, Cambridge (2010)
Shermer, M.: The Believing Brain: From Spiritual Faiths to Political Convictions - How We Construct Beliefs and Reinforce Them as Truths. Robinson, London (2011)
Spariosou, M.: Dionysus Reborn: Play and the Aesthetic Dimension in Modern Philosophical and Scientific Discourse. Cornell University Press, Ithaca (1989)
Steinmeyer, J.: Hiding the Elephant: How Magicians Invented the Impossible. Arrow, London (2005)
Szilas, N., Richle, U.: Towards a computational model of dramatic tension. In: Finlayson, M.A., Fisseni, B., Löwe, B., Meister, J.C. (eds.) Proceedings of the 2013 Workshop on Computational Models of Narrative, vol. 32, 4–6 August 2013, Hamburg, Gernamy, OASICS (2013)
Wegner, D.: The Illusion of Conscious Will. MIT Press, London (2002)
Weyhrauch, P.: Guiding interactive drama. Ph.D. thesis, Carnegie Mellon University, Pittsburgh (1997)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Donald, N., Gillies, M. (2015). Novel Dramatic and Ludic Tensions Arising from Mixed Reality Performance as Exemplified in Better Than Life. In: Schoenau-Fog, H., Bruni, L., Louchart, S., Baceviciute, S. (eds) Interactive Storytelling. ICIDS 2015. Lecture Notes in Computer Science(), vol 9445. Springer, Cham. https://doi.org/10.1007/978-3-319-27036-4_28
Download citation
DOI: https://doi.org/10.1007/978-3-319-27036-4_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-27035-7
Online ISBN: 978-3-319-27036-4
eBook Packages: Computer ScienceComputer Science (R0)