Website Supplementary Article:
The Internet as a Dramatic Medium
Toni Sant and Kim Flintoff
Updated July 24, 2007
See also: Supplement to this paper, with more details and references.
The internet has become a virtual meta-stage on which millions of
people are role playing a variety of characters, interacting with
others in adventures! In recent years, numerous internet and virtual
processes seem to partake of elements of theatre, role-play games, and
collective performance art, so that this kind of interactivity should
also be recognized as an extension or category of theatre. (The editor
was ambivalent about including this chapter, but wondered if the
generation raised on these games might see it as being an obvious and
necessary inclusion.)
What kind of drama is involved in the role-playing games available over
the Internet? Software has been developed that allows people to
interact with others, not only in games, but also in drama-like
performances. In this chapter, these applications will be noted, with
some emphasis being give to the kinds of processes that seem to be
operating in the service of social or personal change.
You are probably familiar with using the Internet to find resources -
books, papers, and other contacts for networking. There are also
websites and programs that also allow the user to access images, videos
or music, prepared off-line previously. Until recently this was
little different from using computer-internet connections as if they
were fancy radios or television sets but the development of Web 2.0 and
its social networking capabilities has significantly changed the we use
these technologies. Flickr, MySpace, YouTube, Google Video,
Blogger are examples of the new directions in social networking.
Undoubtedly, you have also heard of some computer games that friends
are participating in, generally more like adventures, some competitive,
and some interactive. This chapter will note how these evolved, as well
as some programs that may be engaged as entertainment or art. The
creative challenge is to go beyond merely grafting existing forms of
creativity and communication onto new media, and to explore ways of
really utilizing the innate potential of the internet as a medium with
its own special properties. Can people interact in the service of
genuine social action and personal development? This is the special
focus of this chapter, after some review of the field is offered in
order to see how this technology may be used for different types of
online “performances.”
Consider that the Internet can be a new environment, and this in turn
opens the possibility of new forms of art as well as new ways to engage
in more familiar types of interactions. The Internet is de-centralized,
and is not readily controlled by a single group. Within this matrix,
people can interact one-to-one (e.g., on email, via web-cam, instant
messenger services), one-to many (e.g., via egroups, personal websites,
blogs), and many-to-many (e.g., chat rooms, online worlds) This last
category can be expanded in interesting ways to generate a new drama
medium, online performance.
Current technologies allow online participants to introduce their own
elements into the worlds they inhabit. The capacity to build, or
to modify the existing environment allows users to take greater control
of their online experiences. The user can be seen to become
complicit in the process of creation. Thus emerges the “produser”
(Bruns, 2006) who engages in a process of redaction – redesigning,
recreating, rebuilding and representing the substance of their online
world. These are the children of the “rip, mix, burn”
generation. The interactivity afforded by such technologies works
to empower the user as a co-creator. In social networking
environments this can become an incredibly rich collaborative
experience. Gamers may be able to “mod”, to generate extension to
the basic game as released, citizens of virtual worlds may create new
artifacts and functions, even set up businesses and alternative online
lives. In all cases, the common element is interactivity. The
ease of interactivity in an online environment may be the reason why it
so compelling as a collective creative space.
History
The earliest examples of the use of the Internet as a medium for
performance appeared in the early 1970s in the form of the fantasy
role-playing game called Dungeons and Dragons (D&D). This game
evolved out of LARP (Live Action Role-Playing) games played in previous
years, a mixture of military war board games and influenced by an
upsurge of post science-fiction and fantasy literature such as
Tolkien’s “The Lord of the Rings”.
The history becomes complex and can be reviewed in more detail on the
webpage supplement to this chapter. First
there was the Multi-User Design, or MUD, and during the 1980s this
progressed to the Multi-User Object-Oriented or MOO type programs.
These offered different permissions to users who could participate in a
variety of roles, from a simple Guest spectator to an active Player, a
creative Builder or eventually a Wizard who has total administrative
control of the environment. The notion of a Resident soon emerged
and users began to think of their online participation as an extension
or alternative to their real life offline.
This idea was first proposed by MIT Sociologist Sherry Turkle in her
book Life on the Screen, originally published in 1995. Turkle argues
that through MOOs we become producers, directors and stars of our own
dramas. These dramas usually start out as private and personal but
often develop in a way that draws in other people. Haynes and Holmevik
(1998) co-edited High Wired, an excellent anthology of articles
on the design, use, and theory of educational MOOs.
Theatre in Cyberspace (1999) is another collection of essays by various
scholars and practitioners exploring the relationship between theatre
and the Internet. In a chapter called “Acting in Cyberspace” Nina
LeNoir treats early examples of digital performance, where performers
and audience are present to each other only through telecommunication,
as extensions of established performance forms. LeNoir’s doctoral
dissertation, upon which this essay is based, examines differences
between acting through digital media and stage acting. Her central
question revolves around how the lack of physical presence in online
interaction can be seen as performance. There are several possible
answers to this question. For LeNoir, early experiments in online
theatre are based on historically established performance forms like
Greek and Elizabethan drama with their dependence on verbal scenery,
Medieval pageants which relied on role-playing where performers and
audience intermingled in the same space, and Commedia dell’Arte with
its emphasis on improvisation. Verbal scenery and improvisation are key
components of online performances, which depend in large part, if not
entirely, on text.
While most MUD and MOO environments can easily be viewed as sites for
performance, they are not necessarily always presented as such by the
people taking part in them. This distinction is emphasized by the
attempts of others who use the Internet for the purpose of presenting
dramatic performances.
An interesting example emerged early in 2006 when an online funeral
service being held to honour the real life death of a game
player. World of Warcraft (WoW) is a huge and well-known massive
multi-player online (MMO) game based on fantasy warfare
scenarios. To summarise, what occurred was that a group of WoW
players decided to honour the real-life death of one of their number in
the online world of WoW. Their virtual ceremony was gatecrashed -
“griefed” or “pwned” - by a another group of game players who play
against players rather than against the game. To cut a long story short
- the funeral party was devastated by the attack - in game terms and in
real life. Many of the characters were the result of hundreds of
hours of game play and hundreds of dollars of subscription fees to the
game. The perpetrators of the attack were intent on using the
drama of the event to create a promotional machinima video of the
event, while the mourners were intending to produce a video to present
to the dead girl’s family. (Newsweek, September 18, 2006, pp. 48-50. )
First Online Performances Presented As Theatre
The precursors for this mode of drama was the “chat room,”
developed
back in 1988 by Jarkko Oikarinen in Finland. Actually, the technology
was called IRC, “Internet Relay Chat”, an arena for synchronous
online interaction. Discussions on IRC are organized in channels hosted
over several servers connected to the Internet. Until the development
of Instant Messaging systems these chat rooms were the main arena for
real time interactions.
Taking it into theatre, using a chat-room-like technology (and IRC),
Stuart Harris created an experimental theatre troupe: the Hamnet
Players. After more than a year of preparation and experimentation, in
December 1993, an international cast led by Harris performed an IRC
adaptation of Shakespeare’s Hamlet. The production appeared on computer
screens around the world through an IRC channel coordinated from San
Diego, California, and was repeated in February with Ian Taylor of the
Royal Shakespeare Company in the title role. The second performance was
enlivened by a bot, an automated program written to behave like a real
user, which accidentally killed Hamlet halfway through the production.
The inherent script-like quality of IRC and the use of direct speech as
the main mode of communication are features which enhance the dramatic
potential of text-based online communication. IRC shares the first of
these features with MUDs and MOOs.
IRC, MUDs and MOOs are perfect for performers and audiences to mingle;
the creation of the environment is a co-production between all who come
to participate. The possibility to create text-based sets and objects
that remain on the server for later use is what made MUDs and MOOs even
more interesting than IRC as a venue for organized online performance.
After the work of Stuart Harris and his Hamnet Players, the most
significant use of an online text environment for the purpose of
presenting experimental drama started in June 1995 at the University of
Hawaii for the Association of Theatre in Higher Education (ATHE).
ATHEMOO was mainly intended for use by theatre scholars, teachers and
artists. ATHEMOO has also served as a virtual theatre for online
performances such as Karen Wheatley's Scheherazade's Daughters
(nominated for the British National Review of Live Art in 2000) and an
Austrian theatre project entitled Oudeis based on Homer’s Odyssey.
The following excerpt from the performance log of Scaffolding Downs, an
ATHEMOO performance in May 1999 attended by one of the authors, might
suggest how an online text-based performance differs significantly from
the more familiar traditional forms. You’ll see that the roles of
performer and audience often become confused and intermingled.
The text does not however capture the timing or the experience of
participation in the event as it evolves; it is most definitely a case
of having to be there.
Scaffolding Dawns: So you're in Chicago . . .
Over the opening strains of Doris day's "Tea for Two" , a Montage: a
mixture of headlines, a newsreel footage, and live action. Gangland
Hits! Bugsy
Siegel Dead!
Chicago: The City of Death! You see A Large
Movie Screen, Old Film Projector, Bryan Carlino's Bar,
PLAYBILL, and old bum here.
Obvious exits: [northeast] to Socrates' intern's Office, [east] to ACT
II JULES AND ANNIES OFFICE
Annie teleports in; MelanieB materializes out of thin
air.
Annie [to all]: my name is annie.MelanieB says, "Hi
Annie!" I'm yor narrator today
MaryA teleports in.Annie says, "please fell free to look
at the Playbill"
A full list of performance logs is available at
http://moo.hawaii.edu:7000/2966/
and four of these productions are
described in Burk’s essay “The Play’s the Thing: Theatricality and the
MOO Environment” in High Wired.
Burk maintains that such organized performances in MOO environments
“expand contemporary and historical notions of theatricality, adding to
the existing diversity of world theatre rather than seeking to
literally reproduce or replace it” (1999: 130). For Burk, as for
LeNoir, online productions were an extension of existing theatrical
forms, building on and extending established forms of performance.
ATHEMOO demonstrated that the Internet is a remarkably interesting
venue for scripted online performance. These early experiments
were punctuated by lost connections (dropouts), loss of synchronization
(lag) and various other computer malfunctions. The technical
difficulties experienced by everyone who used MOOs in the1990s
highlighted the infancy of the medium, and yet also became defining
features, enhancing the immediacy and risk of live mediated
performances.
Beyond Text-based Performance
On MUDs, MOOs, and IRC everything happens through words. These
text-based applications on the Internet are no longer as dominant as
they once were, before faster computers and connectivity became as
widespread as they are now. In spite of this, text-based interaction
remains a major aspect of online communication, even if still or moving
images of the interactors are now increasingly exchanged through
high-speed Internet connections. We are fully aware that the use of
streamed audio and video, especially over broadband Internet
connections, broaden the ways the Internet can be used as a venue for
performance, however, we emphasize the text aspect of online
communication here, because text-based communication remains an
essential element of online performance.
Developments in computer technology and Internet connection speeds have
made the use of graphic-enhanced online chat applications with various
multimedia features possible. In online graphical chat environments,
the basics of interactivity and identity play are still present, but
visual representations are used instead of words to depict
environments, objects and characters. The graphical representations for
the users/players are called avatars, a term taken from the Hindu
tradition referring to deities descending to earth in human form. In
multi-user chat environments, each avatar is an electronic
representation of a real or fictional entity. These avatars are fully
customizable and make for a wide range of self-expression that is not
found in text-only chat rooms or other online environments, for
example, users can use actual pictures to represent themselves online
although many choose to use more creative representations.
By the mid- to late 1990’s the development of more effective web
browsers, increased processing capacity and greater bandwidth paved the
way for an increased use of visually rich online environments.
One of the popular early graphical environments was called The Palace,
essentially a 2D interactive slideshow where static avatars moved about
on a background image with the text appearing in small cartoon style
bubbles. This approach has been modified and refined over a
variety of applications with each offering new features and levels of
customization.
The Sims, is another interesting phenomenon that exemplifies the
performative nature of online engagement. In this 3-D graphic
environment, first you create a Sim (short for “simulation”), by
picking out a body avatar, dressing it, and assigning it personality
traits. The Sim then lives out its life on the screen guided by your
interventions and an underlying artificial intelligence. The Sims
can thrive and prosper or they may also succumb to depression and
boredom depending upon the choices made by the game player.
The Sims gained popularity through online interaction between software
owners who create online worlds and relationships together, often
performing simulated lives similar to other role-playing games. The
Sims Online, The Palace and other avatar-enhanced chat environments
contain their own extemporized performances within the same parameters
as MUDs and MOOs, adding graphic representation to online chat making
the performative aspects of online masks and masquerades somewhat more
noticeable. It also makes the puppetry characteristic of such online
performance more pronounced since it is fairly easy to imagine the
2-dimensional graphic representations as sophisticated cardboard
cutouts like those made for toy theatres.
Second Life, developed by Linden Labs (http://secondlife.com), is one
of the most sophisticated online 3D avatar environments available at
the time of writing and provides a more socially constructed experience
as virtually every action of an avatar is player controlled. While
there is a strong sexual presence in this world there is equally a rich
artistic and creative community who are pushing the boundaries of
online performance.
The Palace served as a host for specific experiments with planned
performances. Foremost among these was the work by Adrienne Jenik and
Lisa Brenneis known as Desktop Theater. Jenik proposed Desktop Theater
not only as the name of her performance troupe but also as the name for
this new performance genre, which she also described as “Internet
street performance”, because it was performed in readily accessible
online spaces where virtually anyone could pass by and comment on what
was going on. The official Desktop Theater website at
www.desktoptheater.com contains good archival documentation about most
of the collaborative work of Jenik and Brenneis.
Between 1997 and 2001 Brenneis and Jenik performed about thirty live
Desktop Theater experiments ranging from an online version of Becket’s
Waiting for Godot at The Palace (an online graphic chat environment)
during the Third Annual Digital Storytelling Festival, to collaborating on water(wars), an elaborate
original online performance in front of an audience sitting in a
theatre space at Odin Teatret’s Holstebro center in Denmark for the
Transit III Festival of Women in Theatre. In Waiting for Godot,
the audience was made up of Internet users logged on to The Palace as well as
festival attendees who watched the online action on a projection screen
but also watched the background work foregrounded as part of the
performance. In water[war]s (which was part of the water[war]s performance installation project directed by Jill Greenhalgh from 2000-2006), the audience consisted solely of theatre festival attendees who watched the projected online action and one of the players at their laptop on stage.
In other Desktop Theater performances, such as The World
of Park (a reworking of Yoko Ono's 1961 performance text from
Grapefruit), the audience is made up of Internet users only.
Helen Varley Jamieson, who wrote and facilitated the water[war]s collaboration with Brenneis and Jenik and participated in other Desktop Theater events, subsequently developed her own dramatic work in The Palace and other chat applications.
These experiments include one known as the[abc]experiment (2001-02). The “A” in
this experiment stands for avatar, “B” stands for body, and the “C” is
for collision. Four of the artists involved in the[abc]experiment---Helen Varley Jamieson, Karla Ptacek, Leena Saarinen and Vicki Smit---then formed Avatar Body Collision as a globally distributed cyberformance troupe in April 2002.. They work across
various time zones and create performances which can be witnessed both online
and in offline presentations projected onto a screen for a seated
audience in a more conventional theatre setting or in a gallery installation setting. [The Avatar Body Collision website is at http://www.avatarbodycollision.org]. Helen Varley Jamieson coined the word cyberformance -- and its variations cyberformer and cyberforming-- in 2000 in an attempt to give a name to this new art form that uses internet technologies to bring geographically dispersed performers together in live theatrical events.
On March 3, 2003 the ABC troupe participated in the Lysistrata Project, an international theatrical protest against war, with their own anti-war online performance at The Palace. This anti-war position was carried forward to their work away from The Palace in 2004 when they launched a new custom-built web interface designed for “online performance, theatre and storytelling” called UpStage (see http://www.upstage.org.nz). Yet this was hardly the only online performance with social activism as its driving force in the ten years or so since the Hamnet Players first brought theatrical performance to the Internet. UpStage has continued to develop and is now available as open source software, allowing new users to develop, modify and repurpose the technology to their own ends.
Educational Drama
Many involved in drama in education also think this should
include, a
variable degree of social activism, in the form of “critical pedagogy.”
(Some of this is alluded to in Chapter 9 on Process Drama and its
associated webpage.)
Paul Sutton and CandT, a drama-in-education group in the UK, conducted
similar experiments in the use of mediated performance to devise online
interactions that combined process drama forms, Forum Theatre and
social criticism to explore a range of issues. One significant
project, Cambat, relates well to the examples discussed as it used the
notion of taking control of CCTV cameras. Students were invited
to a website where they could ostensibly, but fictionally, become
intruders into the computer files of a fictitious security firm
contracted to manage community CCTV cameras. The students were
guided through a scenario that saw a company employee caught misusing a
CCTV camera and having that camera turned back on himself. A case of
“who watches the watchmen” was played out and students were encouraged
to consider the implications of CCTV intrusion into public places,
which often served as social meeting places for young people.
Similarly, in 2002, The Project Woomera conducted by Brad Haseman and
Kim Flintoff utilized a MOO environment at Queensland University of
Technology to engage 94 students in an online role-playing scenario
played out over 4 weeks that drew upon Forum Theatre and Process Drama
to explore issues relating to environmental awareness and mandatory
detention. This project was one of the first to identify the
fractured and partial nature of such online engagement. The
role-playing occurred within a structured environment but due to the
simultaneous and dispersed interaction, no one had a complete
experience of the entire drama. This begins to mark out some of
the emerging differences that are becoming evident as the
sophistication and diversity of online performances sees an evolution
away from the traditional theatrical forms.
“To the Spice Islands” (http://www.csu.edu.au/newmedia/batavia),
was
conducted by John Carroll and David Cameron. This online project
drew upon Interactive Drama and Process Drama to explore the plight of
the survivors of the Dutch ship Batavia wrecked on the Western
Australian coast in 1629. Students participating in this drama
initially took on the role of trainee marine archaeologists who used
online tools such as a TimeScope (essentially a streaming video player
framed as a window into the past) to enrich the dramatic experience and
the learning experience of the students. Like many of the other
forms discussed in this chapter the emphasis in online performance was
focused upon the experience of the participant. As John Carroll
wrote, “As the drama is concerned with the participant's involvement,
learning and change of outlook, to the outside spectator the outcome
may appear undramatic. However as demonstrated in the project the
internal experience of the drama can be profound for the participants.”
(http://msstate.edu/Fineart_Online/Backissues/Vol_17/faf_v17_n08/reviews/carroll.html)
Conclusion
In 2001 when she initiated the[abc]experiment, Helen Varley Jamieson framed the project with the questions: how is technology changing our definitions of theatre? And what place does cyberformance have within theatre? These are still among the most pertinent questions raised by looking at the Internet as a medium for drama or as a venue for performance. There are no definite answers for such questions, as yet. The Internet is still a new medium compared to other media through which aesthetic performances are produced and presented to audiences accustomed to conventions and acquired concept references. Meanwhile, pioneers of online performance continue to explore ways to create applied and interactive performances through the Internet.
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