Abstract
This article examines the structure of communicative relations in modern society, which becomes - along with the development of mass media technologies - more and more a “show society”. So, the authors note that the analysis of the social interaction design on the base of the theatrical dramaturgy is quite relevant. The game model of postmodern society is considered within the framework of the socio-phenomenological attitude of modern philosophy using the methods of analogy and comparative analysis. The problem of ambiguous understanding of the reality and meaning of human actions, more reinforced by the symbolism of visualization as a priority public form in social interactions, comes to the forefront. As the computer games and online networks spread into everyday life, professional activities and education, the theatrical dramaturgy turns out to be immanent in all social life. The principles and methods of this social dramaturgy are studied in the context of an interdisciplinary analysis of the trend for modern society gamification. The authors’ contribution consists in the study of the specifics of social interactions construction in the model of post-dramatic theater in terms of the non-classical vision of social events dynamics resulting from interdisciplinary analysis of the gamification forms in hybrid interaction systems. The principles of the social dramaturgy are shown as allowing to identify the new trends in the game manifestation associated with the intensive development of digital media technologies.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Fink, E.: Play as Symbol of the World. And Other Writings. Indiana University Press, Bloomington (2016).
Rakoczy, H.: Pretend play and the development of collective intentionality. Cognit. Syst. Res. 7(2–3), 113–127 (2006). https://doi.org/10.1016/j.cogsys.2005.11.008
Nielsen, M., Dissanayake, C.: An investigation of pretend play, mental state terms and false belief understanding: in search of a metarepresentational link. Br. J. Dev. Psychol. 18, 609–624 (2000). https://doi.org/10.1348/026151000165887
Sutton-Smith, B.: Play for Life: Play Theory and Play as Emotional Survival. Strong Museum of Children’s Play, Rochester (2017)
Laurel, B.: Computer as theater. In: Trend, D. (ed.) Reading Digital Culture, pp. 23–28. Blackwell, London (2001)
Lehmann, H.-T.: Postdramatic Theatre/Trans. by K. Jürs-Munby. Routledge, London (2006)
Bakhtin, M.M.: Creativity of Francois Rabelais and Folk Culture of the Middle Ages and the Renaissance. Fiction, Moscow (1990). (in Russia)
Huizinga, J.: Homo Ludens: A Study of the Play-Element of Culture. Angelico Press, Washington (2016)
Debord, G.: La Societe du Spectacle. Gallimard, Paris (1969). (in Fr.)
Goffman, E.: Encounters: Two Studies in the Sociology of Interaction. Penguin University Books, Ringwood (1961)
Goffman, E.: Interaction Ritual: Essays in Face to Face Behavior. Pantheon Books, New York (1967)
Schechner, R.: Performance Theory. Routledge, New York (2003)
Baudrillard, J.: Simulacra and simulations text. In: Poster, M. (ed.) Selected Writings, pp. 166–184. Stanford University Press, Stanford (1988)
Fischer-Lichte, E.: Ästhetik des Performativen. Suhrkamp, Frankfurt am Main (2004). (in German)
Benford, R.D., Hare, A.P.: Dramaturgical analysis. In: Wright, J.D. (ed.) International Encyclopedia of the Social & Behavioral Sciences, 2nd edn., pp. 645–649. Elsevier, Oxford (2015). https://doi.org/10.1016/B978-0-08-097086-8.32046-3
Thomas, N.J., Baral, R., Crocco, O.S., Mohanan, S.: A framework for gamification in the metaverse era: how designers envision gameful experience. Technol. Forecast. Soc. Change 193, 122544 (2023). https://doi.org/10.1016/j.techfore.2023.122544
Creaney, R., Currie, M., Reid, L.: Digital life as a cabaret, old chum: a dramaturgical analysis of older digitalized home residents and their wider caring networks. J. Aging Stud. 65, 101129 (2023). https://doi.org/10.1016/j.jaging.2023.101129
Maureen, D., Callaghan, S.: Creating first impressions: problems with diversity and inclusivity in higher education marketing materials. Int. J. Learn. Divers. Identities 29(2), 95–105 (2022). https://doi.org/10.18848/2327-0128/CGP/v29i02/95-105
Mehto, K., Kantola, V., Tiitta, S., Kankainen, T.: Interacting with user data – theory and examples of drama and dramaturgy as methods of exploration and evaluation in user-centered design. Interact. Comput. 18(5), 977–995 (2006). https://doi.org/10.1016/j.intcom.2006.05.006
Arbeau, K., Thorpe, C., Stinson, M., Budlong, B., Wolff, J.: The meaning of the experience of being an online video game player. Comput. Hum. Behav. Rep. 2, 100013 (2020). https://doi.org/10.1016/j.chbr.2020.100013
Brilli, S., Gemini, L., Giuliani, F.: Theatre without theatres: investigating access barriers to mediatized theatre and digital liveness during the covid-19 pandemic. Poetics 97, 101750 (2023). https://doi.org/10.1016/j.poetic.2022.101750
Chemnad, K., Aziz, M., Belhaouari, S.B., Ali, R.: The interplay between social media use and problematic internet usage: four behavioral patterns. Heliyon 9(5), e15745 (2023). https://doi.org/10.1016/j.heliyon.2023.e15745
Reischl, G.: Theater der Zukunft: Das Web wird zur Bühne Futurezone (2011). https://futurezone.at/netzpolitik/theater-der-zuku
Burgoon, J.K., Guerrero, L.K., Floyd, K.: Nonverbal Communication. Routledge, London (2016)
Pogrebnichko, Yu.: Theater, maybe a worthless thing, but some kind of light ... Well, like flowers. (Poster). http://vozduh.aflsha.ru/art/teatr-mozhet-shtuka-i-nikchemnaya-no-kakayato-legkaya-nu-kak-cvety/
Bourriaud, N.: Relational aesthetics. Les Presses du réel, Dijon (2002)
Goffman, E.: The Presentation of Self in Everyday Life. Penguin, Harmondsworth (1959)
Geertz, C.: Local Knowledge. Basic Books, New York (1983)
Shipunova, O.D., Mureyko, L.V., Kozhurin, A.Y., Kolomeyzev, I.V., Kosterina, O.N.: Resources to matrix control of mental activity in information environments. Utopia y Praxis Latinoamericana 24(Extra5), 113–122 (2019)
Kahn, H., Wiener, A.J.: The Year 2000: A Framework for Speculation on the Next Thirty-Three Years. Coller-Macmillan, London (1969)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Mureyko, L., Shipunova, O. (2023). The Game in the Context of Social Dramaturgy. In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 830. Springer, Cham. https://doi.org/10.1007/978-3-031-48020-1_3
Download citation
DOI: https://doi.org/10.1007/978-3-031-48020-1_3
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-48019-5
Online ISBN: 978-3-031-48020-1
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)