Pandemic Play: Community in Performance, Gaming, and the Arts (Palgrave Studies in Performance and Technology)


Pandemic Play: Community in Performance, Gaming, and the Arts (Palgrave Studies in Performance and Technology)
by: Carolyn Ownbey (Editor),Catherine Quirk (Editor)
Publisher: Palgrave Macmillan
Edition: 2024th
Publication Date: 2024/5/21
Language: English
Print Length: 259 pages
ISBN-10: 3031473116
ISBN-13: 9783031473111


Book 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.

About the Author
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.

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