{"title":"From video streaming to virtual reality worlds: an academic, reflective, and creative study on live theatre and performance in the metaverse","authors":"A. Baía Reis, M. Ashmore","doi":"10.1080/14794713.2021.2024398","DOIUrl":null,"url":null,"abstract":"ABSTRACT With the advent of the Covid-19 pandemic, theatre and performing artists needed to find creative and safe solutions for continuing to do their work. Online video conference tools and virtual reality (VR) platforms seemed like good opportunities to explore new ways of connecting their art with their audiences. In this emergent ecosystem, there has been a specific interest in experimenting with VR social platforms given that its inherent technologies enable profoundly interactive experiences. Theatre companies and other creative projects like the Royal Shakespeare Company, Double Eye Productions or La Cuarta Pared VR have been producing cutting-edge live theatre experiences in VR that question the very essence of what live performance is all about. Triggered by the need to understand what is conceptually and artistically involved in these emergent experiences, the authors outlined an in-conversation piece combining both academic insight and reflective and creative writing. Drawing from netnographical and arts-based fieldwork in VR platforms, as well as key studies in theatre, performance, immersive media, gaming and other related fields, the goal of this paper is to present a gateway for a conceptual framework consisting of a series of foundational features and practical guidelines that define live theatre and performance in VR.","PeriodicalId":38661,"journal":{"name":"International Journal of Performance Arts and Digital Media","volume":"18 1","pages":"7 - 28"},"PeriodicalIF":0.8000,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"32","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Performance Arts and Digital Media","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/14794713.2021.2024398","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"THEATER","Score":null,"Total":0}
引用次数: 32
Abstract
ABSTRACT With the advent of the Covid-19 pandemic, theatre and performing artists needed to find creative and safe solutions for continuing to do their work. Online video conference tools and virtual reality (VR) platforms seemed like good opportunities to explore new ways of connecting their art with their audiences. In this emergent ecosystem, there has been a specific interest in experimenting with VR social platforms given that its inherent technologies enable profoundly interactive experiences. Theatre companies and other creative projects like the Royal Shakespeare Company, Double Eye Productions or La Cuarta Pared VR have been producing cutting-edge live theatre experiences in VR that question the very essence of what live performance is all about. Triggered by the need to understand what is conceptually and artistically involved in these emergent experiences, the authors outlined an in-conversation piece combining both academic insight and reflective and creative writing. Drawing from netnographical and arts-based fieldwork in VR platforms, as well as key studies in theatre, performance, immersive media, gaming and other related fields, the goal of this paper is to present a gateway for a conceptual framework consisting of a series of foundational features and practical guidelines that define live theatre and performance in VR.