Vous êtes sur la page 1sur 2

[ play, forward

drama & ny teknologi ] [ play, forward


drama & ny teknologi ]

Elena Perez
María Elena Pérez Rodríguez is a PhD-candidate (2009-2013) at
the Department of Art(s) and Media Studies, NTNU. She is also a
practitioner; experimenting with how new media technology is
being applied to contemporary theatre and performance. She
created Chain Reaction together with other graduate students
and gamers while on a visiting scholarship at UC Berkeley in 2009.

Pervasive Games
and Theatre:
Participation and Open Source
tekst: elena per ez

Imagine making non-theatre audiences thrilled with theatre. Imagine seducing


spectators into playing with strangers in the city. Imagine audiences performing. TRAVERSING THE CITY: A player rides a bike with a mounted computer on the handlebar in Blast Theory’s Rider Spoke. (Photo: Blast Theory)
Pervasive games and theatre offer renewed formulas in the age of game culture
through new media technology and open source philosophy that promise
to shake the very foundations of theatre. don, the Hebbel am Ufer theatre in Berlin, Why the game? Games, in the generic sense they must be played. Playing is integral, not
and the National Museum of Singapore. of the term, are not new to theatre practices; coincidental like the appreciative reader or
The production of pervasive theatre and they have always been part of theatre mak- listener. The creative involvement is a neces-
Pervasive gaming is an emergent genre in This successful marriage of technology and meaning that somebody else has conveyed. games is not limited to established artists ing processes. However, they have always sary ingredient in the uses of games (Aarseth,
which traditional, real-world games are game culture has taken not only gamers out Strategies may go from providing perform- groups or game design companies. It is the been used as a tool to access the creativity 2001, p. 2).
augmented with computers (Magerkurth, of their rooms into the real world, but also ance suggestions (improv. theatre), becom- players themselves – organized under the necessary to making theatre, which happens
Cheok, Mandryk, & Nilsen, 2005, p. 1). engaged other audiences that are familiar ing characters in the performance (forum platform of various collective game organi- after the games. In devised theatre, for in- Secondly, games make interaction with oth-
Gymkhanas and Scavenger hunts, for in- with game culture. They are excited to use theatre), holding props, etc. zations based on the Internet (i.e. SFZero. stance, games are used as facilitators, man- er players natural and meaningful, which
stance, are traditional games that can be their gadgets in a new setting, and are look- org or Antiboredom.org) - that produce the datory early steps that create an atmosphere, results in very pleasant social experiences.
traced back in history and across civiliza- ing for new ways of entertainment that are Pervasive theatre Pervasive theatre is the most successful and populated game events. a mood, a sense of belonging to a group that
tions. But it is the application of information free of costs and truly participatory. Since interaction of pervasive games and interac- make the actors ready and open to the true Games give large numbers of people a mo-
technologies – The Internet, mobile phones the turn of the century, pervasive games are tive theatre. It is a hybrid form, which goal As an example, Journey to the End of the theatre-making situation in which pieces tivation to interact, a readily understood
and position technologies – that have pro- becoming increasingly popular in the Western is to make participants engage in artistic ac- Night gathered over 600 players in the Hal- are put together to make a whole product means to do so, and a highly varied landscape
voked its rapid proliferation and development World, games being organized all over the US, tivities as a result of their interaction with loween event in San Francisco 2009. This that is then shown to an audience. In Perva- to explore that allows each player an almost
(Montola, Stenros, & Waern, 2009, p. xix). Canada, Australia and Europe. In Scandina- the environment and with each other. Eas- situation started a few years ago when play- sive Theatre, on the other hand, the game is unique experience (Adams, 2009, p. 237).
via, Sweden and Finland are the most engaged ily put: pervasive theatre is shaped as a game ers, encouraged by a) use of new media, and the main event.
Pervasive games pervade the real world; with this increasing phenomenon. with a strong artistic agenda. b) use of the city as platform for play - as Thirdly, games encourage players to display
they use objects, people and interactions of opposed to having to program graphics or Why is theatre being framed as a game so transgressive behavior and dare to do things
the real world as play elements. They do not Interactive Theatre is a genre that uses a var- Blast Theory is so far the most successful computer animations - turned the tables explicitly? What does the game element add they would never do in everyday-life situa-
take place on a space apart within ordinary ied range of strategies to break the “fourth- theatre group / artist collective that has been and saw the possibility of producing their to theatre? To begin with, games lower the tions (Poremba, 2007), (Pérez Rodríguez,
life – around the table (board games), inside wall” that separates actors from audience. It creating games for the last ten years, receiv- own entertainment rather than having to threshold of participation. Players - as op- 2010). Being within the magic circle of the
of the stadium (sports), or through a com- aims to include the audience in the creative ing attention from audiences, media and pay for it. Examples of pervasive games and posed to spectators - must act continuously game, that is, complying to the rules of the
puter interface (video games); they use the process verbally and physically, so that the academia. Among the most famous produc- theatre organized by groups outside of the through the whole for the event to come to game, not to the rules of the world – players
real world as playground and ordinary life theatre piece is a result of the interaction be- tions we find Can you see me now? (2003), cultural institutions are Journey to the End life. This is one of the most unique features are able to overcome embarrassment, fear of
as material for play. tween actors and audience -then and there- Rider Spoke (2007), and Day of the Figurines of the Night (Kizu-Blair, Mahan, & Lavigne, of games, as Espen Aarseth puts it; ridicule and various insecurities that come
not a pre-fabricated piece in which the audi- (2007), staged in renowned theatre touring 2009) and Chain Reaction (Perez Rodriguez, Games are both object and process; they up the moment they are asked to be creative
ence is a mere receiver of the message and venues such as the Barbican theatre in Lon- 2009), respectively. can’t be read as texts or listened to as music, in a theatre situation.

6 d r a m a n r .o 4 _ 2 o1o d r a m a n r .o 4 _ 2 o1o 7
[ play, forward
drama & ny teknologi ] [ play, forward
drama & ny teknologi ]

[ ]
The same way designers use open source
technology to produce pervasive games
and theatre, pervasive games publish their
game model on the Inter net for others to
orchestr ate it and pl ay it.

The role of new media technology in per- Some of the non-established groups make References
vasive games and theatre can be categorized more of a low-tech use of technology that Aarseth, E. (2001). Game Studies, Year
in three large blocks: First, dissemination doesn’t allow them developing new devices One. Game Studies, volume 1, issue 1.
through social media. The role of the Internet or software, but adapting existing technol- Retrieved April 22, 2010, from http://ga- Left: SHOW TIME. A group of players in Chain Reaction perform a drama exercise to the rest. In this last mission, players were asked to make a TV commercial putting
and social media is fundamental in advertis- ogy for their purposes. Thus, it is fundamen- mestudies.org/0101/editorial.html together the materials they collected throughout the game - a song, a movement piece, a theatre sculpture and a short literary text. (Photo: Anders Sundnes Løvlie)
ing mixed media events organized outside tal for pervasive games and theatre to follow
of cultural institutions. Game culture’s plat- open source philosophy, that is, to use tech- right: MOVEMENT MISSION. Players perform a short movement piece inspired in the environment – a museum’s garden - in Chain Reaction.
Adams, M. (2009). Mixed Reality Arts. The piece must last 20 seconds, and contain a jump, a spin and a fall. (Photo: Anders Sundnes Løvlie)
form is online, and distributing information nologies that open the source code for every- In M. Montola, J. Stenros, & A. Waern
through web pages, blogs and even Facebook one to use for free. (Eds.), Pervasive Games: Theory and De-
events work as an efficacious word of mouth. sign (pp. 236-240). USA: Morgan Kauf-
CONTROL BOARD: Players move their figurines across the control board via SMS in Day of the Figurines.
The same way designers use open source mann Publishers. They can see the board through a webcam installed in the museum. (Photo: Blast Theory)
Second, online documentation of the play technology to produce pervasive games and
session. In most games, players are encour- theatre, pervasive games publish their game Kizu-Blair, I., Mahan, S., & Lavigne, S.
aged to use their cell phones to take pictures model on the Internet for others to orchestrate (2009). Journey to the End of the Night.
and make videos to document their experi- it and play it. In most game websites and blogs Retrieved November 15, 2010, from
ences in the game through text, pictures and there is a section on “How to host / orchestrate http://totheendofthenight.com/about
videos. This is the only way one can con- your own game” in which the game model is
struct an overview of what happened in the revealed and instructions are given away. Magerkurth, C., Cheok, A. D., Mandryk,
game, by looking at the pieces of informa- Consequently, a game model that is repeated R. L., & Nilsen, T. (2005). Pervasive ga-
several times and is also orchestrated by dif-
mes: bringing computer entertainment
tion that each player has posted. Each game
back to the real world. Comput. Enter-
has therefore two lives: the physical event ferent organizers becomes a popular game.
tain., 3(3), 4-4.
(playing the game) and the digital event This success relies in the agility and flexibility
(once the game is over, the documentation of the game model to integrate the changes
Montola, M., Stenros, J., & Waern, A.
process starts). Players document their play- that players introduce. It therefore proves the
(Eds.). (2009). Pervasive games: theory
ing as a way of claiming the value of their benefits of collective authorship. and design. Burlington, Mass.: Morgan
actions, making themselves visible as a com- Kaufmann Publishers.
munity, raising awareness over their playing
as an aesthetic activity. Pérez Rodríguez, M.E. (2010). Designing
Pervasive Theatre: The Chain Reaction
Third, the technology that the game re- Case (pp. 73-81). Presented at the Games:
quires; devices and software that are funda- Design and Research Conference, Volda.
mental parts of the game. Rider Spoke uses Pérez Rodríguez, M.E. (2009). Chain
a handheld computer mounted onto a bike Reaction | Street Game. blog, . Retrieved
where you can operate an application specif- November 15, 2010, from http://chain-
ically developed for it. Day Of the Figurines reactionstreetgame.wordpress.com/
consist of players sending SMS through
their cell phones and connecting to the Poremba, C. (2007). Critical Potential
game’s webpage to observe a control board, on the Brink of the Magic Circle. DiGRA
real-time, through a web camera. Digital Library. Retrieved May 24, 2010,
from http://www.digra.org/dl/display_
html?chid=http://www.digra.org/dl/ Firecracker: A player in Chain Reaction, documents how they fulfilled the ”Sound” mission in the game’s blog. Notice the textual description, the YouTube video and
db/07311.42117.pdf the hand of one of the players using his cell phone to record the sound. To see the whole documentation go to www.chainreaction.wordpress.com

8 d r a m a n r .o 4 _ 2 o1o d r a m a n r .o 4 _ 2 o1o 9

Vous aimerez peut-être aussi