Abstract

The inclusion of elements from games and especially from computer games in audiovisual works carries at the same time large artistic potential as well as interesting challenges. The artistic research project GAPPP—Gamified Audiovisual Performance and Performance Practice, funded by the Austrian Science Fund as PEEK project AR 364-G24, explores how elements of computer games incorporated in audiovisual artworks have an aesthetic and performative effect on work, player and audience. In this article, performer and artistic researcher Barbara Luneburg investigates how the application of game principles to the audiovisual artwork impacts perception and involvement of both performers and audience in a live-concert situation. She does so by first reflecting on methodology and theory that are at the basis of this project, and then analysing in detail, from an inner and from an audience’s perspective two case studies that have been commissioned, performed and analysed in the framework of GAPPP.

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