Product details:

ISBN13:9783031473111
ISBN10:3031473116
Binding:Hardback
No. of pages:239 pages
Size:210x148 mm
Language:English
Illustrations: Approx. 255 p. Illustrations, color
700
Category:

Pandemic Play

Community in Performance, Gaming, and the Arts
 
Edition number: 1st ed. 2024
Publisher: Palgrave Macmillan
Date of Publication:
Number of Volumes: 1 pieces, Book
 
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EUR 128.39
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52 980 HUF (50 457 HUF + 5% VAT)
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Short description:

When the arts, culture, and entertainment industries came to a halt in late winter 2020, many claimed this was the end of art as we knew it. Theatre managers, museum directors, performers, artists, and everyday folks had to figure out new strategies for living and thriving in a new world order. As the global pandemic and its consequences continue to play out, the question of how we have learned?as creators or consumers?to play, is far from settled. This collection addresses pandemic play in broad terms: how did creative industries adapt to a majority virtual world? How have our understandings of community and play evolved? Might new forms of art and play outlive the pandemic and supplant earlier iterations? Pandemic Play takes these questions as a starting point, exploring strategies, case studies, and effects of the arts worlds gone virtual.


Carolyn Ownbey (she/her) is Assistant Professor and Chair of English, Communications, & Literature and Faculty Director of the Degrees+ programs at Golden Gate University, USA. She works on anticolonial literature and media, law, and citizenship. She is published in Law & Literature, Textual Practice, Critique, and Safundi, among others.

 

Catherine Quirk (she/her) is a Lecturer in Creative Arts at Edge Hill University, UK. Her research focuses on women?s performance practices and their incorporation into narrative. She is published in Cahiers Victoriens et Édouardiens, Theatre Notebook, Victorians, Nineteenth-Century Gender Studies, and other venues.



Long description:
When the arts, culture, and entertainment industries came to a halt in late winter 2020, many claimed this was the end of art as we knew it. Theatre managers, museum directors, performers, artists, and everyday folks had to figure out new strategies for living and thriving in a new world order. As the global pandemic and its consequences continue to play out, the question of how we have learned?as creators or consumers?to play, is far from settled. This collection addresses pandemic play in broad terms: how did creative industries adapt to a majority virtual world? How have our understandings of community and play evolved? Might new forms of art and play outlive the pandemic and supplant earlier iterations? Pandemic Play takes these questions as a starting point, exploring strategies, case studies, and effects of the arts worlds gone virtual.
Table of Contents:
Chapter 1- Going Viral: Cultivating COVID Play. Part I: Making Pandemic Play(s).- Chapter 2 -Facing Up to Death: Nigeria and Its Creative Industry in the Era of COVID-19.- Chapter 3- Distributed Performance as Systems of Mutual Care.- Chapter 4 -Variant of Concern: University Theatre Pandemic Production through the Zoom Lens.- Chapter 5- Finding Catharsis in the Pandemic: Reading Greek Tragedy Online.- Part II - Adapting to the Virtual.- Chapter 6: A Love that Began as a Game: Gameboys, Filipino Boys Love (BL), & the COVID19 Pandemic.- Chapter 7- Digitally Dairakudakan: An Examination of the 2020?2021 Pandemic Performance Season.- Chapter 8 -Calling from Canada: Exploring the Shift to Telephonic Theatre during COVID-19.- Part III - Crossing Media Chapter 9 - Mixed Media Encounters: Finding the Future of Immersive Work through the Pandemic.- Chapter 10 -No Longer ?Merely Players?: Porting the Elements of Theatre into Video Gaming.- Chapter 11- ?Sing Along with the Common People?: Glastonbury and the Future of Festivals in the Age of Corona.- Part IV: Community Formation & Support.- Chapter 12- Performing Dramaturgies of Care in Quarantine: Aging, Inclusivity, and Aesthetics in a Virtual World.- Chapter 13-The Telelibrary Conspiracy: An Autonomous Audience and their Creation of Remote Community.- Chapter 14- Cyberpunk?d 2020: Megacorps, Nook?s Cranny, and the New Normal.- Chapter 15- Humor and Introspection in the Pandemic.