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Storytelling, Community and Dialogue: The Making of And Yet We'll Speak at Grafton Reintegration CenterWhite, Lillian W. January 2016 (has links)
No description available.
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ancestral hauntings and utopian conjurings: a fool’s journey into COVEN-19, or Magicks for Unprecedented TimesClearwood, Maegan 01 July 2021 (has links)
Conceived in the wake of a global pandemic and the unanticipated need to create digital theatre, COVEN-19, or Magicks for Unprecdented Times as a devising project consisted of two witchcraft-inspired performances: a fall 2020 Samhain ritual and a spring 2021 Beltane ritual. The company of undergraduate and graduate theatre witches explored decentralized, iterative, slow, caretaking, queer forms of devising over digital platforms. The written portion of this thesis takes the form of a digital tarot blog: 22 (plus a bonus) interconnected essays and spells that interrogate feminist and queer theories as they pertain to the Coven’s devising process. This digital format not only reflects the malleable nature of the creative process, but it is also a kind of praxis that invites the reader to take an active role in meaning-making and resists an objective, singular narrative. Woven through these tarot cards are threads of utopian futurity, situated subjectivities, and anticapitalist temporalities. The essays and spells are primarily in conversation with adrienne maree brown, Judith Butler, Audre Lorde, Jose Estaban Munoz, and Starhawk – engaging with these theorists as thought-ancestors in order to activate rather than regurgitate their knowledges of radical hope and nonlinear process. The tarot deck takes a situated, backwards glance toward these ancestors as it grasps at seemingly impossible utopian horizons of collaboration and creation.
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Collaborative Storytelling in The Parable Task: The Dramaturg as Game Designer in Pervasive PerformanceHornak, Percival 14 November 2023 (has links) (PDF)
Proceeding from a framing of theater as collaborative storytelling, I argue for defining role-playing games as a kind of performance and for their value in structuring experiential and participatory theater. Building on the impulse at the heart of experiential and immersive theater to place the audience within the world of the performance and center their experience, I explore what it means for theater artists to cede control over how audiences make meaning of their work in favor of letting narrative emerge from the participation of the audience during the performance event. I propose a framework called pervasive performance that merges theatrical frames and methods with pervasive gaming, which expands the magic circle of play and blurs the distinction between the game and everyday life. This union of ideas puts audience members in contact with one another and allows them to be playful and co-author the overall performance experience. Further, the blurring of the performance and everyday life transforms audience members’ relationship to the real world and gives them space to imagine and experiment with other worlds and ways of being in them. I devised an alternate reality game (ARG) at UMass Amherst in May 2023, and in my thesis I analyze this project and the process of creating it as a case study in pervasive performance.
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