The Encyclopedia of Interactive Performance

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Exercises

Two players play a scene in which Player A gets Player B speaking and engaged in an activity.

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what is going on in a scene
Exercises

Five players are given a simple product for which they develop the elements of an ad campaign: the product name, package design, slogan, spokesperson, jingle, target market, and marketing strategy.

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a method of post-show reflection for teams to engage in continuous improvement

The stakes of Navy SEAL missions are often life and death. The price of failure is high. This is why SEALs implement a practice of continual improvement, including an After Action Review. If you want to keep improving your work, take a page from the Navy SEAL playbook.

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the sense that what one does has an impact

If you’ve ever played a video game using a wonky controller, you know how frustrating it is to lack a sense of agency. The game doesn’t respond to your input, no matter how hard you mash the buttons. To feel a sense of agency, things need to be responsive to your input.

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to provide the opportunity for spects to contribute

For spects to play as co-creators, you need to allow room. If you’re so busy making offers that there’s no room for spects to contribute, they become observers. Allow room for spects to say and do things.

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When you have an idea that seems too obvious, use it. Trying to find something clever or interesting impedes the flow.

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to give an offer more emotional weight

When your response gives an offer more emotional weight, that’s an amplify. Amplifying makes offers feel more important.

Exercises

Begin by doing a simple move with your body. Make the move bigger and bigger. As you amplify the move, pay attention to other things that are happening in your body as a result. Amplify those movements and see what else shows up elsewhere in your body. Continue the pattern of amplifying, noticing other changes, and amplifying those.

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anything outside the time or style of the story

When playing stories set in particular time periods or within particular styles, anything that is outside the time period or inappropriate to the style is an anachronism.

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Encyclopedia of Interactive Performance