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Player A secretly comes up with something for Player B to do. Then they play a scene in which Player A backleads Player B to do that thing without instructing them. When Player B does what was backled, Player A gives a stroke and the scene is over.

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getting spects to do things without instructing them

A long time ago I was a ballroom dancer with my sister. When we danced, people were always impressed. To be honest, I wasn’t very good. My sister, though, was brilliant. Not only could she follow, she could backlead.

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scolding the spect in a good-natured way to get them to do something

When you need to get spects physically activated, a little good-natured guilt can get them to do something without instructing them.

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If you instruct a spect to do something, they may do it, but only because you told them to. To have a sense of agency, spects need to feel like they’re doing things because it’s what they choose to do. This is why it’s better to imply than instruct. You imply by establishing a context within which spects can connect the dots for themselves, which leads them to an action that you have in mind.

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showing how something is done so spects can do it themselves

Spects play in foreign worlds yet they’re expected to behave as natives. Modeling allows spects to see how things are done so they can do those things themselves.

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activating the spect with a need and a tool

The reverse scalpel is a way to get spects to do something without instructing them. It involves three components.

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positive reinforcement given when spects play well

Spects start off nervous about not playing well. They need support to feel more assured. When they do something (even something small) it helps to reward them. Spects tend to repeat behaviors that get rewarded. The reward is known as a stroke.

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If there’s something to be done, let the spect be the one to do it. This puts the spect in the driver’s seat instead of making them a passenger along for the ride.

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Encyclopedia of Interactive Performance