Théâtre immersif et jeu vidéo

Video games and human-computer interfaces, in their development, were fed by drama and performing arts in order to integrate the consideration of the user and the human in their design. Today, the appearance of an “immersive theater” confirms this rapprochement. Through the sociocritical analysis of...

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Main Author: Olivia Levet
Format: Article
Language:fra
Published: MSH Paris Nord 2021-03-01
Series:Appareil
Subjects:
Online Access:https://journals.openedition.org/appareil/3991
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author Olivia Levet
author_facet Olivia Levet
author_sort Olivia Levet
collection DOAJ
description Video games and human-computer interfaces, in their development, were fed by drama and performing arts in order to integrate the consideration of the user and the human in their design. Today, the appearance of an “immersive theater” confirms this rapprochement. Through the sociocritical analysis of the creative process of two plays, Greenhive Green by Punchdrunk Enrichment and The Lost Generation by Madame Lupin, this article draws a parallel between theater residency programs and playtests or early versions in the video game industry. Through a common vocabulary, processes and ambitions, immersive theater and video game seem to constitute a mirror to a dominant participatory ideology where the entrepreneurial, autonomous and self-reliant is valued, as suggested in the Adam Alston’s analysis of the Punchdrunk company’s work. However, like a participatory political theater – the Theatre of the oppressed developed by Augusto Boal –, some artists are appropriating these tools in order to construct art in a collaborative, critical way and in resistance to industry, where audience integration makes the co-construction of an aesthetic experience turned towards emancipation possible.
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spelling doaj-art-71229c5a7ec945a58ce41402734e6ddd2025-01-10T14:18:38ZfraMSH Paris NordAppareil2101-07142021-03-012310.4000/appareil.3991Théâtre immersif et jeu vidéoOlivia LevetVideo games and human-computer interfaces, in their development, were fed by drama and performing arts in order to integrate the consideration of the user and the human in their design. Today, the appearance of an “immersive theater” confirms this rapprochement. Through the sociocritical analysis of the creative process of two plays, Greenhive Green by Punchdrunk Enrichment and The Lost Generation by Madame Lupin, this article draws a parallel between theater residency programs and playtests or early versions in the video game industry. Through a common vocabulary, processes and ambitions, immersive theater and video game seem to constitute a mirror to a dominant participatory ideology where the entrepreneurial, autonomous and self-reliant is valued, as suggested in the Adam Alston’s analysis of the Punchdrunk company’s work. However, like a participatory political theater – the Theatre of the oppressed developed by Augusto Boal –, some artists are appropriating these tools in order to construct art in a collaborative, critical way and in resistance to industry, where audience integration makes the co-construction of an aesthetic experience turned towards emancipation possible.https://journals.openedition.org/appareil/3991théâtrejeux vidéothéâtre-forumthéâtre immersifprototypeartgame
spellingShingle Olivia Levet
Théâtre immersif et jeu vidéo
Appareil
théâtre
jeux vidéo
théâtre-forum
théâtre immersif
prototype
artgame
title Théâtre immersif et jeu vidéo
title_full Théâtre immersif et jeu vidéo
title_fullStr Théâtre immersif et jeu vidéo
title_full_unstemmed Théâtre immersif et jeu vidéo
title_short Théâtre immersif et jeu vidéo
title_sort theatre immersif et jeu video
topic théâtre
jeux vidéo
théâtre-forum
théâtre immersif
prototype
artgame
url https://journals.openedition.org/appareil/3991
work_keys_str_mv AT olivialevet theatreimmersifetjeuvideo