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dc.contributor.authorBozdog, Mona
dc.contributor.authorGalloway, Dayna
dc.date.accessioned2017-10-03T16:14:29Z
dc.date.available2017-10-03T16:14:29Z
dc.date.issued2017-09-17
dc.identifier.citationBozdog, M. and Galloway, D. (2017) Practitioner report: Play between worlds: Inchcolm Project. Scottish Journal of Performance, 4(1), pp. 9–28en_US
dc.identifier.issn2054-1961en_US
dc.identifier.urihttps://doi.org/10.14439/sjop.2017.0401.02en_US
dc.identifier.urihttp://hdl.handle.net/10023/11785
dc.description.abstractInchcolm Project was a proof of concept that aimed to make apparent the connections between video games and performance, and to blur the lines between physical and virtual worlds and bodies. In designing the two-hour experience on Inchcolm Island in the Firth of Forth we drew on both theatre and game design methods and brought the world of a video game, Dear Esther (The Chinese Room, 2012), to life on Inchcolm. What resulted was an interplay between two islands, one real and one virtual, and three experiential worlds, the world of the performance (Dear Rachel), the world of the game (Dear Esther) and Inchcolm Island, as a world in and of itself, its physical presence in constant tension with the visiting worlds.en_US
dc.language.isoenen_US
dc.publisherThe Royal Conservatoire of Scotlanden_US
dc.relation.ispartofScottish Journal of Performanceen_US
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectIslandsen_US
dc.subjectVideo gamesen_US
dc.subjectWalking simulatorsen_US
dc.subjectPromenade performanceen_US
dc.subjectSite-responsive designen_US
dc.subjectGame-responsive designen_US
dc.subjectvideo game adaptationsen_US
dc.subject.lccPN1576en_US
dc.subject.lcshPerforming arts--Researchen_US
dc.titlePractitioner report: Play between worlds: Inchcolm Projecten_US
dc.typeJournal articleen_US
dc.description.versionPublisher PDFen_US
dc.publicationstatusPublisheden_US
dc.statusPeer revieweden_US


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