idea for this special issue of Comparative Drama, The Audience as Player: Interactive Theater over Years, emerged from an ongoing conversation with my son Daniel. A novelist, he also writes dialogue and devises plots for video games and is himself an avid player--I, a mere audience. Daniel was telling me about ways in which video games have become increasingly interactive, how medium has progressed far beyond Pac Man stage. In Heavy Rain, for example, player at controls is not just a shooter represented by a stock character making his way through a maze to a goal. Instead, gamer joins game designer, charting plot, devising dialogue, shaping onscreen characters, even injecting his or her own personality into central character. I added my own experience as a director, actor, and--most certainly--audience member in over years, starting from street protest in 1960s and extending through work with improv companies, where our audience (including inmates during a tour of Florida prisons) was invited to come onstage as fellow actors, to more recent efforts at involving audience in productions (Brecht to Shakespeare). Some successes, and more than my share of failures, I must confess. These exchanges led, inevitably, to our raising idea of parallels (as well as differences) between and video games, both times when spectator is no longer a passive receptor but a participant, a collaborator, if you will, with playwright or game designer, where distinctions break down between stage and house, screen and living room. When I was asked to be guest editor of this special issue of Comparative Drama, I suggested in call for papers that this enhanced role for audience has, surely, philosophical and aesthetic implications, not to mention practical consequence during an actual production. One of joys of being a guest editor is that going over everything from punctuation and stylistic lapses to writers' arguments and accounts of personal experiences, not to mention their takes on those larger issues, you really get to know essays submitted. My favorite high school English teacher, and my own model when I too became a teacher, Alan Glathorn, used to end every class with a simple question: What did you learn today? Below, grouped under seven general categories, is what I have learned from essays in this collection. Interactive Theater Can Take Many Forms If interactive theater is taken to mean shows where audience gets to speak up, either in house or onstage, playing a role either assigned or chosen, then a piece like You Me Bum Bum Train, reviewed along with other New York shows in Homans' The Interactive Theater of Video Games: Gamer as Playwright, Director, and Actor, is conventional, if that adjective can ever be confidently applied to this otherwise different, sometimes radical form of theater. In You Me Bum Bum Train spectators are transported in wheelchairs to rooms where they play characters ranging from a football coach urging on his team to a rock star surrounded by fans. But mixing actors and audience, or converting latter to characters, with or without dialogue--as is case in show Tony and Tinas Wedding, where audience is limited to playing silent guests, then later dancing with actors playing characters at ceremony--doesn't begin to cover scope of what means today or, for that matter, has meant in past. Jennifer Flaherty in Dreamers and Insomniacs: Audiences in Sleep No More and Night Circus cites letters, blogs, websites on play, responses, and online communications about this popular show where audience members describe their trips through McKittrick Hotel, as visitors, as detectives, as participants in that, while they don't have dialogue and are rendered invisible by wearing white masks, they do chart two-hours traffic of their progress through hotel's rooms, some choosing to follow a specific character choice called the Tail) loosely based on one in Shakespeare's Macbeth, others moving randomly, still others pursing a specific object (the Search). …
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