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Pandemic Play - Carolyn Ownbey - Bog

- Community in Performance, Gaming, and the Arts

Bag om Pandemic Play

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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  • Sprog:
  • Engelsk
  • ISBN:
  • 9783031473111
  • Indbinding:
  • Hardback
  • Udgivet:
  • 21. Maj 2024
  • Størrelse:
  • 157x216x20 mm.
  • Vægt:
  • 440 g.
  • 2-4 uger.
  • 24. Oktober 2024
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Prøv i 30 dage for 45 kr.
Herefter fra 79 kr./md. Ingen binding.

Beskrivelse af Pandemic Play

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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