Abstract:
This research investigates the relationship between computer
generated, game systems, projected video and live encounters
through choreographic exploration. Through these confusing and
draining years of covid-19 (Gloster et al., 2020) we have heavily relied on technology to both connect and unite us
(Bashshur et al., 2020). As a result of these restrictions, my
research has been confined, at times, to the digital space; this
thesis is a product of my curiosity to combine the live realm
with the computer, creating a harmonious choreography between
the two. Exploring the similarities and differences between the
digital and the live; and weaving the two interfaces to build a
new experience. This research has been informed through the
practice led process of creating the interactive dance work,
Level Up.
Level Up is an exploration into blurring the lines between
audience and performer, an ongoing inquiry into the ways in
which interactive choreography can shift the viewers experience
when they are granted agency within the world of the
performance. Investigating the parallels between video game
culture and interactive live and digital choreography. Driven by
the exaggerated, often absurdist characters within the work;
aiming to present a palatable, relatable and humorous world
accessible for dancers and non-dancers alike. We question within
this world the desire for relativity between one another, and we
iii
dissect the exaggerated personas presented that we ourselves,
may fit within
Key theories that have informed this research include computer
programmer Nick Pelling’s (2002) theory of gamified learning, as
articulated in this exegesis as ‘gamification’. Supporting
theories of audience interactivity are Jay Blumler and Elihu
Katz’ (1974) theory of Uses and Gratifications, perceiving the
consumer as active agents with control over the mediatized
platforms that they consume. As well as Susan Bennett’s (1998)
Reception Theory, viewing the audience as the co-creator of the
work, building their own readings and meanings of the
performances they willingly choose to immerse themselves within
through Judith Butler’s (1993) concept of performative identity.