IMMERSIVE
THEATRE AND
AUDIENCE
EXPERIENCE
Rose Biggin
Space, Game and Story in
the work of Punchdrunk
Immersive Theatre and Audience Experience
“Rose Biggin offers a richly nuanced model for understanding immersive practice
that will be applicable well beyond the example of Punchdrunk. Interweaving
theories of interactivity, aesthetics and ludology, the careful frame Biggin estab-
lishes lets her skilfully unpick the structures of theatre events and probe the
nature of ‘immersion’ at the level of audience experience. Punchdrunk’s pio-
neering work emerges vividly in this discussion, with the author’s research into
audience response demonstrating why their practice has drawn criticism as well as
extraordinary devotion. This energetic, imaginative and intelligent study will be a
catalyst for further scholarship in the eld.”
—Dr. Frances Babbage, Reader in Theatre and Performance, University of
Shefeld, UK
“Alongside the fascinating, in-depth study of the company, this volume offers
us a new framework for analysing immersive experience in performance. This is
something I can use in the studio with the next generation of theatre-makers,
helping them think about how and why they might create immersive experi-
ences.”
—Professor Jane Milling, Associate Professor in Drama, University of Exeter, UK
“This is a distinctive and very useful study, with detailed analysis and original the-
orisation, challenging as well as celebrating the work of this important company.”
—Dr. Gareth White, Reader in Theatre and Performance, Royal Central School of
Speech & Drama, University of London, UK
Rose Biggin
Immersive Theatre
and Audience
Experience
Space, Game and Story in the Work of Punchdrunk
Rose Biggin
Independent Scholar
London, UK
ISBN 978-3-319-62038-1 ISBN 978-3-319-62039-8 (eBook)
DOI 10.1007/978-3-319-62039-8
Library of Congress Control Number: 2017944604
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v
Acknowledgements
I am very happy to be able to thank members of Punchdrunk: in particu-
lar Felix Barrett, Rebecca Dawson, Maxine Doyle, Peter Higgin, Jennie
Hoy, Colin Marsh, Colin Nightingale, Jen Thomas and the Crash of the
Elysium actors, for generously giving me access to their time and exper-
tise at various stages of the project. Punchdrunk’s interest and enthu-
siasm remained steady and encouraging throughout the process. Of
course, all errors and opinions are my own. Particular thanks are also due
to the always brilliant Jane Milling, who has been supportive from the
start.
An earlier version of Chap. 4 was initially published as “Reading fan
mail: Communicating immersive experience in Punchdrunk’s Faust
and The Masque of the Red Death” in Participations (Volume 12, Issue
1: May 2015). Reprinted here with permission of the editors, Kirsty
Sedgeman and Martin Barker.
vii
contents
1 Immersive Theatre, Immersive Experience 1
2 Interactivity and Immersion: Theoretical Approaches 59
3 Interactivity and Immersion in The Drowned Man 79
4 Fan Interactivity: Communicating Immersive Experience 97
5 Follow the Story: Narrative and Immersion 113
6 Exploring Multistories: Narrative, Immersion and
Chronology 135
7 Play the Story: An Approach to Narrative in Immersive
Theatre 157
8 Environment and Site-Specicity: Space, Place and
Immersion 177
viii CONTENTS
9 Conclusion 207
Bibliography 213
Index 219
1
generAl IntroductIon
The essence of Punchdrunk is that you have to feel it.
(Barrett in Machon 2013: 163)
How exactly to dene immersive theatre? In 2012, Lyn Gardner called
immersive “theatre’s new buzzword” and joked that, as a result of vari-
ous associations with trendiness or cutting-edge experimentation, or
promises of excitement and wonder, in marketing terms immersive had
come to mean “practically anything that isn’t a play by David Hare”
(“Theatre Roundup: Advice for Playwrights”). But some people can, and
presumably do, become highly engaged while watching a Hare play: so
while this denition is, of course, too broad to be useful, it is also not
quite broad enough.
This book proposes a distinction between immersive theatre and
immersive experience as a new way of looking at audience experience in
a form of theatre that is often characterised by certain aesthetic signi-
ers or audience congurations. I draw from philosophical aesthetics,
cognitive science and computer games to dene immersive experience
as a graded, eeting, intense and necessarily temporary state dened by
an awareness of its temporal and spatial boundaries. Immersive theatre,
then, is a genre of theatrical work in which certain audience congura-
tions might be expected, but in which immersive experience itself can
only be allowed for, not guaranteed. With this distinction in place, it is
CHAPTER 1
Immersive Theatre, Immersive Experience
© The Author(s) 2017
R. Biggin, Immersive Theatre and Audience Experience,
DOI 10.1007/978-3-319-62039-8_1
2 R. BIGGIN
possible to consider how different aspects of an immersive theatre pro-
duction might achieve various effects on its audience.
My discussion is broadly divided across three areas: environment and
space; narrative and story; and interactivity and game. These aspects
make much immersive theatre visibly different to (for example) a pro-
scenium arch production: the ability of an audience to wander with
apparent freedom through a spatially innovative environment, usually
scenographically rich and multisensory; a non-chronological and/or
impressionistic approach to narrative; and interactive elements or charac-
ters, often with an emphasis on empowerment, choice or freedom for the
spectator. Each chapter in the book considers the relationship(s) between
these areas and immersive experience.
Throughout the book, my discussion is framed using productions
by the theatre company Punchdrunk. They are a prominent company
working in the form: in 2008 when speaking of “the kind of work that
is being called ‘immersive theatre’ […] the leading company working in
this idiom is probably Punchdrunk” (Nield 2008: 531); by 2011 they
could be called “immersive theatre pioneers Punchdrunk” (Arnott 2011:
n.p.). Or at least, pioneers of a current interest in the form: the traits
listed earlier regarding space, narrative and interactivity can be traced
at least to the early twentieth century in terms of performance history,
and immersive experience per se goes back long before that (as does my
own denition of immersion.) Punchdrunk’s work has an international
reach: Sleep No More, which premiered in London in 2003, continues
to run in New York (2011–) and recently opened in Shanghai (2016–).
Punchdrunk’s prominence in the contemporary theatrical landscape, and
their continued association with immersive theatre as a form or genre,
makes their work ideal for providing extended case studies of immer-
sion and audience, and keeping my analysis to a single company gives
this project a focus for its theory. There is also a practical reason for the
Punchdrunk focus which is worth declaring at the outset. The process
of research that informs much of this book was made possible due to my
having continued access to the company, giving me the means to con-
sider their work closely.
This book is the product of research conducted as part of an Arts and
Humanities Research Council (AHRC) Collaborative Doctoral Award
(CDA) between Punchdrunk and the University of Exeter between 2010
(when the company were celebrating their ten-year anniversary) and
2014. As an embedded CDA researcher, I was able to explore audience
1 IMMERSIVE THEATRE, IMMERSIVE EXPERIENCE 3
immersion with access to Punchdrunk’s archives and through interviews
with company members, as well as through maintaining an extended
presence at rehearsals and performances. In this way this book sits in
the tradition of Spectator-Participation-as-Research (SPaR) approaches
(Heddon et al. 2012), a methodology in which writers draw on rst-
person accounts of their own experience as audience members alongside
more theoretical writing (Babbage 2009; Machon 2016; Alston 2016a).
I remain extremely grateful to Punchdrunk for their openness and enthu-
siasm throughout the process of my research. It is important to stress,
however, that although I spent time embedded within the company, I
have never been a member. My research conclusions are my own, and my
arguments do not reect the opinions of Punchdrunk.
Nor is my focus on Punchdrunk intended to suggest that their work
is in any way the denitive example of any theatrical form, technique or
trope. Punchdrunk and immersive theatre are not synonymous, and any
research into the wider genre of immersive theatre must of course take in
more examples than the productions of a single company, however inu-
ential or “pioneering” (Hoggard 2013) that company may be perceived
to be. My being embedded with Punchdrunk for a time enables their
work to be considered here in detail, as well as drawing on exposure to
ongoing processes and archive material: and a long-form critical study of
their work is overdue. However, this book’s other (and to some extent
primary) aim is to develop theoretical perspectives on immersive audi-
ence experience that will be of use for considering other immersive-iden-
tifying theatrical forms. Focusing on one company allows this book to
propose approaches to analysing immersive work—in reference to inter-
activity, narrative and environment—that I hope will be of use to other
researchers, students, artists and makers.
Sophie Nield’s denition of the “kind of work that is being called
‘immersive theatre’, in which the audience inhabit the space of the play
alongside the actors” (2008: 531) makes spatial and structural elements
key to whether a piece of work might be dened as immersive or not.
A pragmatic outline of what happens in terms of performer action and
movement—the basic structure of audience logistics and layout—makes
a show immersive in terms of its shape. Nield’s denition continues to
specify that actors and audience jointly inhabit “a tricked-out space […]
perhaps infused with smells, sounds” (2008: 531). This kind of emo-
tional/visceral/multisensory experience is often cited as what makes
Punchdrunk’s work uniquely exciting, as in Barrett’s emphasis on feeling