Interactive Cinema and Gamification of the Actor’s Existence forms: Key Triggers Impacting on Culture and Society

Zorin, Artem Nikolaeviсh
D.Sc. in Philology, Professor, Department of Literary Studies and Journalism, Saratov State University, Editor-in-chief of the Journal "Theatre. Fine Arts. Cinema. Music", GITIS, Moscow, Russia
art-zorin@yandex.ru

Mohammed, Wijdan Adnan Mohammed
PhD in Philology, Assistant Teacher, University of Diyala, Baqubah, Iraq
wejdan_8484@yahoo.com

Abstract
Interactive cinema, one of the progressive developing areas of the computer games industry. It widely expands the understanding of the actor’s capabilities in the process of his interactive influence on the way each player percept of both the plot and the character. The games’ creators demand a vast range of actor’s features in traditional forms of stage/screen acting according to the laws of psychological theatre (Stanislavsky’s school and its derivatives). The intensity and multitasking of an actor's existence in the interactive cinema is exceeding the work typical for the classic cinema and series. Basing on the definition of the rules and laws of virtual interaction between the actor and the viewer, presented in a various studies of computer modeling and cognitive science, in the article there are outlined the ways to understanding the transformation of the standard laws of classical schools’ actors in the conditions of the interactive universe of the game. The emphasis of the viewer’s perception is changing from passive observation to active experience of the situation. This should also influence on the pedagogical principles of actor’s education. The growing opportunities of the interactive cinema and the potential for its impact on the emerging digital metaverses are now observing not only as a challenge to the limits of the traditional methodology of theatre schools, but also through the widespread actualization on the computer screen of all the discoveries and searches for performative aesthetics and participatory art. Thus, the general aesthetic and plot similarity of video games and the mainstream cinema is compensated by the penetration of the avant-garde theatre elements and museum actionism into them. Observing the embodiment of video games in the interactive cinema extends the local experience of the communicative interaction between the actor and the player as an active figure into the performative space of the game with a numerous audience. This leads to a wide demand from the young theatre audience for the immersive stage action.

Keywords: Interactive cinema, acting, performative aesthetics, participatory theatre
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