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Shift Happens 2010

Image of my gormless face taken by and shared with the permission of @documentally

The beginning of my week was spent at Shift Happens 2010, where I had the very awesome and slightly scary opportunity of giving a 10 minute talk on where I think theatre and digital tech are going. A brilliant couple of days, with inspiration abound, and some really lovely little pieces of performance woven in. I’m still not really up to long bouts of typing yet (the cast comes off in T-minus 12 days), so have embedded a couple of things here to give you a taste of what I took to the event, mostly in flash though, apologies for that.

The first a slideshare version of my talk – with me actually talking (apologies for the pops in the audio) through my ideas on it, and the second is a phlog done by a local community radio station talking to me and Babba Israel from Contact Theatre in Manchester. I’ve also put on Contact’s weekly video blog, the second half of which covers Shift Happens, which should at least give those of you on iPhones a sense of it. You can also download a pdf of the talk here, and for links to other presentations and sources mentioned, check out this very useful post by Matthew Linley.

It will be interesting to see where the next Shift goes. There was much less dissent this year, which although at least means the arts industry is catching up, perhaps means we now need to be pushing further, aiming to (as Andy Field had it)

“dream stupid, impossibly grand visions of what the future might look like”.

Do we now need an arts and tech conference which is more than just entry level? And that also challenge the conventions of a conference? I’m doing a joint paper with my supervisor for the TaPRA 2010 Conference which seeks to interrogate the failings of the top-down conference form in properly communicating the wholeness of performance and academic thought. To move the arts/tech world on do we need to find something that falls somewhere between festival, workshop, conference and digital and performative playground? What do you think?

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The Player as Political

elephant

Image shared via a creative commons license by nikki_pugh on Flickr.

This is the paper I gave at the TAPRA Dealing with the Digital symposium today. Do comment and let me know what you think.

In scattered and barely noticed ways, the desire to construct one’s own life was shaping the twentieth century (McDonough 2004, 10)

From the bypassing of human interface devices (HIDs) such as mice and keyboards represented by the iPhone and the iPad, to the removal of a media interface represented by the increasing popularity of social media, the current trend in digital technology centres around the removal of the interface. This trend has recently been seen as becoming increasingly prevalent in theatre and performance.

[A] key ’09 [theatre] trend was the removal of performers from performances altogether. Whether directed by headphones or left to negotiate for themselves […] increasingly the spectator was becoming the spectacle. (Haydon 2009)

In 2009 the biggest selling entertainment item on Amazon.co.uk was a video game – COD:MW2 outsold both Harry Potter and Twilight on DVD. We spent 30% more on video games last year than we did on going to the cinema and purchasing DVDs combined. And in a recent survey done by the BBC, 100% of 6-10 year olds gamed regularly.

With gaming you’re involved and in control. With other things you just have to sit back and watch. I’ve been gaming for most of my life. – Callum, aged 10 (BBC 2005 Source (PDF))

Although digital strategies and ideas have been examined in a performative context since the 1960s, this technology and these strategies have reached a point where they are ubiquitous enough to form a real trend in narrative consumption. As thus ours is a culture becoming much more used to being embedded in its stories, political as well as social. In Theatre and Performance in a Digital Culture Matthew Causey discusses the political move from simulation to embeddedness, suggesting that

The site of power has shifted from the exterior screens of simulation to the interior body of the material subject. (Causey 2006, 179)

The example drawn by Causey contrasts the illusion of Gulf War I – of cut together clips, narrators, and news packages – to the rolling embedded coverage of Gulf War II. ‘This is happening now’, the spectacle says, ‘there is no room for editing, cutting, or simulation; this is reality’. In our age of so-called reality TV, 24-hour rolling news, and the advent of the ‘real-time’ and ‘social’ web, we are witnessing a corruption of the data-flow of contemporary life. We are led to believe that the data we receive is live, uncut, unmediated and true. As thus we lose the critical tools afforded us by distance and reflection. It is the ‘interior body of the material subject’ where the political battle for subjectivity must now be fought, in our selves.

Pervasive gaming and interactive theatre takes the digital idea of player-as-protagonist, and applies it to the lived body of performance. Pervasive games are ‘playful experiences’ which combine aspects of childhood parlour games and video game ethics and t to be played in groups across large urban spaces, interactive theatre moves these ideas into thicker narratives. Both forms allow the audience to become agent, and can be seen to expand their storytelling over space, technology, and/or time.

“All theatre is interactive. To call this diverse spectrum of work ‘Interactive Arts’, is only to suggest that it acknowledges that relationship and seeks, in some way, to interrogate it.” (Field 2010)

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