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The (St)Age of Participation: audience involvement in interactive performances
16 references·2 citing·31 second hop
The (St)Age of Participation: audience involvement in interactive performances (2013)The (St)Age of Participation: audience in…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Performing mixed reality (2012)Performing mixed realityInteraction as performance (2012)Interaction as performanceThe art of interaction (2010)The art of interactionExperiencing flow: Is doing it together better than doing it alone? (2010)Experiencing flow: Is doing i…Artist, evaluator and curator: three viewpoints on interactive art, evaluation and audience experience (2009)Artist, evaluator and curator…Flow in games (and everything else) (2007)Flow in games (and everything…Digital performance: a history of new media in theater, dance, performance art, and installation (2007)Digital performance: a histor…Participation: Documents of Contemporary Art (2006)Participation: Documents of C…New Screen Media: Cinema/Art/Narrative (2002)New Screen Media: Cinema/Art/…Performance on the edge: transformations of culture (2001)Performance on the edge: tran…Creativity In Performance (1998)Creativity In PerformanceArt-Based Research (1998)Art-Based ResearchFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Medium is the Massage : An Inventory of Effects (1967)The Medium is the Massage : A…Studying and designing emotions in live interactions with the audience (2020)Studying and designing emotio…A web‐based peer‐assessment approach to improving junior high school students' performance, self‐efficacy and motivation in performing arts courses (2015)A web‐based peer‐assessment a…Flow: The Psychology of Optimal Experience (1991)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Well-Being, Context, and Everyday Activities in Space and Time (2014)Psychosocial effects of perceived emotional synchrony in collective gatherings. (2015)The neurochemistry and social flow of singing: bonding and oxytocin (2015)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)Performance-Led Research in the Wild (2013)Understanding audience participation in an interactive theater performance (2014)Collaboration, Awareness, and Communication in Real-Life Escape Rooms (2017)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Beyond Being There: The Symbolic Role of Communication and Identification in Perceptions of Proximity to Geographically Dispersed Colleagues1 (2014)Defining E‐leadership as Competence in ICT‐Mediated Communications: An Exploratory Assessment (2018)"Humanized Robots": A Proposition of Categories to Understand Virtual Influencers (2021)Subjective well-being: Three decades of progress. (1999)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)Practical Application of an Indigenous Research Framework and Two Qualitative Indigenous Research Methods: Sharing Circles and Anishnaabe Symbol-Based Reflection (2009)Mode 3 Knowledge Production in Quadruple Helix Innovation Systems (2011)Open Innovation Diplomacy and a 21st Century Fractal Research, Education and Innovation (FREIE) Ecosystem: Building on the Quadruple and Quintuple Helix Innovation Concepts and the “Mode 3” Knowledge Production System (2011)The Cambridge Introduction to Theatre Studies (2008)Digital Liveness: A Historico-Philosophical Perspective (2012)An extension of technology acceptance model for mHealth user adoption (2021)Indexical order and the dialectics of sociolinguistic life (2003)Creative Teaching: Collaborative Discussion as Disciplined Improvisation (2004)The Concept of Flow (2014)
this work references cited by second hop

References

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  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 1967The Medium is the Massage : An Inventory of Effects1,145 cited
  • 2007Flow in games (and everything else)1,013 cited
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  • 2010Experiencing flow: Is doing it together better than doing it alone?281 cited
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  • 2006Participation: Documents of Contemporary Art131 cited
  • 2002New Screen Media: Cinema/Art/Narrative73 cited
  • 2010The art of interaction65 cited
  • 2009Artist, evaluator and curator: three viewpoints on interactive art, evaluation and audience experience43 cited
  • 2001Performance on the edge: transformations of culture43 cited
  • 2012Interaction as performance34 cited

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Cited by

  • 2015A web‐based peer‐assessment approach to improving junior high school students' performance, self‐efficacy and motivation in performing arts courses73 cited
  • 2020Studying and designing emotions in live interactions with the audience7 cited