Alternate Reality Gaming: Mad and Crip Potentialities in Digital Storytelling

IF 0.2 3区 艺术学 N/A THEATER CANADIAN THEATRE REVIEW Pub Date : 2022-11-01 DOI:10.3138/ctr.192.011
S. Sabada
{"title":"Alternate Reality Gaming: Mad and Crip Potentialities in Digital Storytelling","authors":"S. Sabada","doi":"10.3138/ctr.192.011","DOIUrl":null,"url":null,"abstract":"Abstract:This article focuses on the cultivation of anti-oppressive ethically engaged artistic practices within the realm of online storytelling, with particular attention to alternate reality games (ARGs). ARGs are immersive games that often involve the integration of elements of the real world within their storytelling but rarely advertise or acknowledge themselves to be games. In this article, I explore the possibilities engendered by this kind of digital performance and the ways in which this medium for theatricality may be more accessible for mad and disabled artists. ARGs and their peer mediums (like fictional vlogs and web series) have become increasingly more significant in terms of what they offer, especially during the pandemic. Given how these mediums have adapted to and continue to survive hosted among multiple sites and apps, including YouTube, Facebook, TikTok, and Twitter, there is much to be learned from the kind of accessibility these methods of digital storytelling employ. To not acknowledge their place within theatrical spaces would undermine the full artistic and activist potential of this kind of art, and it is this article's intention to give credit to this emerging art form. In this article, I also draw on my own experience conducting ARGs. In particular, I examine how my first ARG helped me develop mobilization strategies for disability justice and how in doing this kind of work, my own understanding of lived experiences of madness and disability expanded as I learned from other alternate reality game makers and developers.","PeriodicalId":42646,"journal":{"name":"CANADIAN THEATRE REVIEW","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2022-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"CANADIAN THEATRE REVIEW","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3138/ctr.192.011","RegionNum":3,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"N/A","JCRName":"THEATER","Score":null,"Total":0}
引用次数: 0

Abstract

Abstract:This article focuses on the cultivation of anti-oppressive ethically engaged artistic practices within the realm of online storytelling, with particular attention to alternate reality games (ARGs). ARGs are immersive games that often involve the integration of elements of the real world within their storytelling but rarely advertise or acknowledge themselves to be games. In this article, I explore the possibilities engendered by this kind of digital performance and the ways in which this medium for theatricality may be more accessible for mad and disabled artists. ARGs and their peer mediums (like fictional vlogs and web series) have become increasingly more significant in terms of what they offer, especially during the pandemic. Given how these mediums have adapted to and continue to survive hosted among multiple sites and apps, including YouTube, Facebook, TikTok, and Twitter, there is much to be learned from the kind of accessibility these methods of digital storytelling employ. To not acknowledge their place within theatrical spaces would undermine the full artistic and activist potential of this kind of art, and it is this article's intention to give credit to this emerging art form. In this article, I also draw on my own experience conducting ARGs. In particular, I examine how my first ARG helped me develop mobilization strategies for disability justice and how in doing this kind of work, my own understanding of lived experiences of madness and disability expanded as I learned from other alternate reality game makers and developers.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
另类现实游戏:数字故事讲述中的疯狂和Crip潜力
摘要:本文关注在线叙事领域中反压迫性道德参与艺术实践的培养,特别关注替代现实游戏(arg)。arg是一种沉浸式游戏,通常会在故事叙述中融入现实世界的元素,但很少宣传或承认自己是游戏。在这篇文章中,我探讨了这种数字表演所产生的可能性,以及这种戏剧性的媒介可能更容易为疯子和残疾艺术家所接受的方式。arg及其媒介(游戏邦注:如虚拟视频博客和网络连续剧)在提供的内容方面变得越来越重要,尤其是在疫情期间。考虑到这些媒介是如何适应并继续在多个网站和应用程序(包括YouTube、Facebook、TikTok和Twitter)中存活下来的,我们可以从这些数字叙事方法所采用的可访问性中学到很多东西。如果不承认它们在戏剧空间中的地位,就会破坏这种艺术的全部艺术和活动潜力,这篇文章的目的是为这种新兴的艺术形式提供信任。在这篇文章中,我也将借鉴自己的arg管理经验。特别地,我研究了我的第一个ARG如何帮助我制定残疾人正义的动员策略,以及在做这种工作的过程中,我如何通过从其他替代现实游戏制作者和开发者那里学到的东西,扩展了我对疯狂和残疾的生活经历的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
0.30
自引率
33.30%
发文量
54
期刊最新文献
Some Must Watch While Some Must Sleep: An Impromptu Text Thread 1939 Reflections on Adaptation, Indigenous Theatre, and Shakespeare’s Legacy If Not Democratic Holy Moly Creation Practices in Participatory Performance
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1