What Digital Theatre and Networked Performance Mean
Digital theatre is an umbrella term for performance that uses digital technologies in its creation, staging, distribution, or audience experience. It can describe a venue-based production with video projection and animation, a live-streamed play, an interactive online work, or a hybrid event linking remote performers and audiences. The category is deliberately broad: Nadja Masura’s Digital Theatre examines live theatre performances that incorporate video projection, animation, and related media, and it frames the field as a tension between performing bodies gathered in shared space and the expanding reach of digital technology (Masura 2020).
Networked performance is a narrower but overlapping idea. It emphasizes the network—internet, telecommunications, platforms, cameras, chat, and distributed devices—as a medium and venue, not merely a way to broadcast a finished show. In this guide, the term covers work in which participants in different locations interact in real time or through networked systems. Maria Chatzichristodoulou notes that labels such as cyberformance, digital performance, cybertheatre, and virtual theatre have been used for related practices, and she traces one origin of the term cybertheater to the Russian kinetic arts group Dvizjenije and its 1967 work Cybertheater (Chatzichristodoulou).
This article treats digital theatre as the broad field and networked performance as one important branch within it. It explains the field’s history, core concepts, major forms, production methods, examples, and debates. It is a starting point for readers who want to understand both the artistic possibilities and the practical problems of performance that depends on screens, networks, and software.
Recent scholarship frames the field around concepts, perspectives, and developments rather than a single aesthetic. A 2025 article by Dorothee Birke and Anja Härtl in the Journal of Contemporary Drama in English uses Rimini Protokoll’s Conference of the Absent (2021) to show how a documentary play can make audience members step in for absent delegates, reading contributions and giving them a voice while technical systems support the performance (Birke and Härtl 2025). That example is useful because it combines live presence, pre-recorded material, audience participation, and political framing.
Digital Theatre vs. Networked Performance vs. Cyberformance
The vocabulary of the field is overlapping, and no single taxonomy is universally accepted. A useful working distinction is that digital theatre is the widest term, networked performance stresses the network as a medium or venue, and cyberformance usually refers to internet-enabled live performance with distributed participants. Live mediated performance, by contrast, often describes a live event routed through cameras, screens, or projection.
| Term | Main emphasis | Typical context |
|---|---|---|
| Digital theatre | Broad use of digital media in live or mediated performance | Video projection, animation, streaming, hybrid staging |
| Networked performance | Network as medium and venue connecting participants | Remote collaboration, distributed audiences, online interaction |
| Cyberformance | Internet-enabled live performance, often experimental | Networked performance art and cybertheatre traditions |
| Live mediated performance | Mediation of a live event through cameras or screens | Live cinema, streamed theatre, mixed-media stage work |
These categories are not sealed boxes. A single production may be a live stage play, a streamed event, and a participatory online work at different moments. The terms are useful for analysis, but they should not be treated as fixed genres with strict boundaries.
Why the Terminology Is Contested
Different disciplines and traditions use different labels. Theatre scholars may speak of digital theatre or intermedial performance; performance artists may speak of cyberformance or networked performance; institutions may prefer live broadcast, online theatre, or digital season. Chatzichristodoulou’s title—Cyberformance? Digital or Networked Performance? Cybertheaters? Or Virtual Theatres?—captures the uncertainty directly. The choice of term often reveals what the writer thinks matters most: the technology, the network, the live event, the virtual environment, or the audience’s experience.
Historical Background: From Kinetic Environments to Networked Stages
Digital theatre is often discussed as a recent consequence of computers and the internet, but its genealogies reach back to earlier experiments with machines, projection, and kinetic environments. The OAMK Journal overview by Kelomees, Jansen, and Hoppu treats technological theatre as a historical continuum from past to present, prepared for the ACuTe project on performing arts and new technology (Kelomees et al. 2023). This longer view helps explain why contemporary digital theatre is not simply theatre plus a screen.
Theatre and Technology Before the Internet
Chatzichristodoulou points out that the term cybertheater is credited to Dvizjenije, an interdisciplinary Russian kinetic arts group whose 1967 Cybertheater was an immersive machinic environment that invited audiences to enter (Chatzichristodoulou). The work predates the internet and belongs to a history of kinetic art, installation, and environmental performance as much as to computer culture. It is a reminder that the desire to surround, animate, and technically shape the audience’s experience is older than the digital network.
In the later twentieth century, video, projection, amplified sound, and electronic control systems became increasingly available to theatre makers. These tools allowed productions to multiply stage images, shift between live and recorded bodies, and treat the auditorium as part of the media environment. Such developments set the stage for the more explicitly digital practices that followed.
The Network Turn
From the 1990s onward, the internet and cheaper digital video tools gave artists new ways to distribute and structure performance. Masura’s book focuses on live mediated performance in the US and UK from 1990 to 2020, a period in which video projection, animation, and digital staging became increasingly common in theatre (Masura 2020). Networked performance pushed further by treating connections between locations as part of the work: performers, audiences, or both could be dispersed, and the network itself could shape timing, intimacy, and failure.
This network turn did not replace venue-based theatre. It added a set of practices in which the performance is distributed across sites, devices, and platforms. The result can be a remote collaboration between performers, an online audience interacting through chat, a telematic installation, or a hybrid event with both physical and virtual participants.
Pandemic Acceleration and Afterlives
The COVID-19 pandemic made remote and streamed performance more visible to general audiences, as theatres experimented with video conferencing, streaming, and hybrid formats when in-person gathering was restricted. That visibility did not create the field. It accelerated debates that had already been developing around liveness, access, labor, and the difference between a recording and a live mediated event. The supplied sources do not provide a single account of the pandemic’s long-term effects, so claims about its scale should be treated cautiously.
Core Concepts: Liveness, Mediation, Presence, and Interactivity
Digital theatre is often described through a set of recurring concepts. These concepts help distinguish one work from another and explain why mediated performance can feel different from a conventional stage play.
Liveness Is a Spectrum
Liveness in digital theatre is not a simple yes-or-no property. A production may be performed before a physical audience and simultaneously streamed; it may be performed live online; it may combine live and pre-recorded elements; or it may be asynchronous and participatory. Masura’s subtitle, The Making and Meaning of Live Mediated Performance, captures the central tension: the event can be live and mediated at once (Masura 2020). In Conference of the Absent, a pre-recorded voice welcomes the audience while audience members perform live on stage, showing that recorded and live elements can coexist without cancelling each other (Birke and Härtl 2025).
It is therefore more useful to ask what kind of liveness a work offers than to ask whether it is truly live. A work may offer bodily co-presence in a room, simultaneous attention across a network, interactive feedback, or the risk of an unrepeatable event. These are different forms of liveness, and they can be combined.
Mediation and Intermediality
Mediation means that technologies stand between performers and audiences and shape what is seen and heard. A camera chooses a frame; a microphone chooses a sound; a platform chooses a delay. Intermediality describes the mixing of media—live bodies, video, animation, text, sound, and networked interfaces—within one performance. These choices are not neutral packaging. They affect rhythm, focus, and emotional distance.
Mediation can also become visible as part of the drama. A character may speak through a screen, a performer may be replaced by a recording, or the audience may see the technical operator at work. When mediation is exposed rather than hidden, the production asks spectators to notice how the performance is being constructed.
The Network as Stage and Collaborator
Networked performance treats the network as more than a delivery pipe. Latency, bandwidth, screen size, platform rules, and the presence of remote participants can become compositional materials. A delay may be an obstacle, a joke, a dramatic pause, or a structural principle. This is why networked work often develops its own dramaturgy rather than simply adapting a stage play to a webcam.
The network can also function as a collaborator in a less metaphorical sense. Software may generate text, route images, or connect participants according to rules. The performance emerges from the interaction between human decisions and technical systems. That interaction is rarely perfectly predictable, which is part of both the risk and the appeal.
Audience Agency and Participation
Audience agency is the degree to which spectators can act, choose, speak, or affect the performance. Digital tools can invite participation through polls, chat, webcams, game-like interfaces, or role substitution. In Conference of the Absent, the premise is that international conference participants cannot attend, so members of the audience step in to represent and embody absent delegates, reading out their contributions (Birke and Härtl 2025). Participation can be meaningful, but it can also be uncomfortable, unevenly distributed, or used as unpaid content production.
Major Forms and Subgenres
Digital theatre and networked performance include several overlapping forms. The following branches are not exhaustive, but they map the main ways in which digital technologies shape performance.
Live Mediated Performance and Digital Scenography
Live mediated performance keeps a live event but routes it through cameras, screens, projection, or mixed reality. It includes productions that use video projection as scenography, live cinema, and hybrid stage works. Masura’s study focuses on live theatre performances incorporating video projection and animation, and on the relationship between performing bodies in shared space and digital technology (Masura 2020). The key question is not whether technology is present but how it changes the audience’s sense of presence.
Digital scenography is the design of stage environments using digital media. It may include projected sets, animated backgrounds, sensor-driven visuals, or interactive lighting. Good scenography does more than decorate a scene: it can establish a world, reveal a character’s perception, or create a visual argument that the dialogue alone could not make.
Telematic and Distributed Performance
Telematic performance connects performers or audiences in two or more locations through telecommunications or the internet. The work may be structured around the impossibility of full co-presence: participants see and hear each other through screens, with delays and framing differences. This form is often used for international collaboration, remote residencies, and performances that would be difficult or impossible to tour physically. It also makes technical infrastructure part of the artistic material.
Distributed performance can involve multiple venues, each with its own audience and local performers. The network becomes a kind of stage machinery, linking rooms that are far apart. The dramaturgy must account for unequal conditions between sites, such as different time zones, connection speeds, or audience sizes.
Cyberformance and Internet-Native Performance
Cyberformance is a term used for live performance that takes place through networked computers and online platforms, often with distributed performers and audiences. Chatzichristodoulou discusses cyberformance alongside digital performance, networked performance, cybertheatre, and virtual theatre, noting that the labels overlap and have different histories (Chatzichristodoulou). Internet-native work may use chat, webcams, virtual worlds, shared documents, or custom software. Its aesthetic often embraces the glitches and social rules of the platform rather than hiding them.
Internet-native performance is not simply a play presented on a website. It may be designed around the affordances of the platform: the possibility of simultaneous private and public messages, the persistence of text, the visibility of participant names, or the way a room can be entered and left. These features become part of the work’s meaning.
Virtual and Immersive Theatre
Virtual and immersive theatre uses simulated environments, virtual reality, augmented reality, game engines, or projection to place audiences inside a designed world. The term covers a wide range of practices, from headset-based experiences to room-scale installations. Immersion is not automatically interactive: a spectator can be surrounded by media while still following a fixed narrative. The artistic questions concern navigation, attention, embodiment, and the ethics of guiding or tracking participants.
Immersive work often raises questions about consent and boundaries. If an audience member is placed inside a fictional world, how much control do they have over what happens? If the system tracks their movements or choices, what data is collected? These questions are practical as well as artistic.
Interactive and Participatory Documentary Theatre
Interactive and participatory documentary theatre combines documentary material with audience action. Conference of the Absent is an example: it stages an international conference whose participants are absent, and audience members represent delegates by reading their contributions (Birke and Härtl 2025). The form raises questions about representation, authorship, and who has the right to speak for whom. Digital systems can support such work by supplying scripts, translations, cues, or remote participation.
Participation in documentary theatre is not only a technical feature. It can be a way of distributing responsibility, exposing the construction of evidence, or making the audience confront its own role in public debate. It can also place unfair demands on spectators who did not expect to perform.
Streamed Theatre and Hybrid Programming
Streamed theatre and hybrid programming describe the distribution side of digital theatre: a production is captured and delivered to remote audiences, sometimes alongside an in-person audience. Streaming can extend reach and lower some barriers, but it is not the same as networked performance if the network is only a delivery channel. The distinction matters because a streamed play may preserve a stage-centered dramaturgy, while a networked work may be designed around distributed attention and interaction.
Hybrid programming can include a live audience, a remote audience, and online discussion in the same event. The relationship between these audiences must be designed. If remote viewers are treated as passive observers of a room they cannot enter, the hybrid format may reproduce rather than challenge existing hierarchies of access.
Methods and Production Workflow
Digital theatre requires methods that are both artistic and technical. The production process often differs from conventional theatre because the work must be designed for cameras, networks, software, and multiple audiences at once.
Dramaturgy and Intermedial Design
Digital theatre begins with dramaturgy, not with equipment. A production must decide what the technology does that a body, voice, or set cannot do; how media will be seen and heard; and how the audience will understand the rules. Intermedial design coordinates live performance, video, sound, text, and interaction so that each element has a dramatic function. Poorly integrated technology becomes decoration; well-integrated technology changes the work’s structure.
Dramaturgs and directors may need to think in terms of frames, cuts, delays, and interfaces. A scene may be organized around what the camera reveals or hides, or around the moment when a remote participant enters the stream. These are compositional decisions, not merely technical ones.
Collaborative and Remote Rehearsal
Networked production is collaborative by necessity. Directors, performers, designers, programmers, stage managers, and remote participants must agree on platforms, cues, and contingencies. Remote rehearsal can reduce travel and allow international teams to work together, but it also demands clear protocols for turn-taking, recording, and technical checks. Time zones, bandwidth, and device differences are creative constraints as well as logistical problems.
Collaboration also involves translation between disciplines. Theatre makers may need to explain dramatic intent to programmers, while technicians may need to explain system limits to artists. Successful projects often build shared vocabulary and repeated testing rather than treating technology as a final add-on.
Real-Time Operation and Technical Reliability
Real-time operation is the production’s nervous system. Live streaming, networked interaction, and projection require cueing, monitoring, and fallback plans. A dropped connection or delayed audio can break the performance’s rhythm. Good practice includes rehearsing failure, preparing backup recordings or alternate cues, and telling audiences what to do if the technology behaves unexpectedly. This is not merely technical housekeeping; it shapes the audience’s trust.
Reliability is also a resource question. A large institution may have dedicated technicians and redundant systems, while a small company may rely on a single laptop and a home connection. The same artistic idea can therefore carry very different levels of risk depending on the production’s infrastructure.
Documentation and Archiving
Digital performance is often ephemeral, and documentation is difficult. A recording may capture what appeared on screen but miss the live audience, the room, the chat, or the sense of participation. Archives therefore need multiple traces: video, logs, scripts, interface captures, interviews, and production notes. Documentation also raises consent and privacy issues, especially when audience members appear on camera or contribute text.
Archiving networked work requires attention to software and hardware obsolescence. A performance that depends on a particular platform or device may become impossible to restage when that platform changes or disappears. Preservation is therefore not only a matter of recording images but of understanding the technical and social conditions that made the work possible.
Access and Audience Care
Access should be designed, not added at the end. Captions, audio description, transcripts, clear navigation, and flexible pacing can make digital work available to more people. At the same time, access is not only a checklist: audiences need devices, bandwidth, digital literacy, and a safe private space to participate. A production that assumes a fast connection and a quiet room will exclude some viewers.
Audience care also means setting expectations. Viewers should know whether they will be visible on camera, whether their comments will be recorded, and whether they can leave without disrupting the performance. Clear instructions and consent processes are part of the work’s ethics.
Applications and Examples
Digital theatre appears in artistic production, research, education, community work, and professional training. The examples below are illustrative rather than exhaustive, and they show different ways in which digital media can shape performance.
Example: Rimini Protokoll’s Conference of the Absent
Rimini Protokoll’s Conference of the Absent (Konferenz der Abwesenden, 2021) is a documentary play built on a simple but revealing premise. An international conference is being held, but the participants cannot attend for political or other reasons. Members of the audience spontaneously step in to represent and embody the absent delegates, reading out their contributions and giving them a voice. A pre-recorded voice welcomes the audience, and technical systems support the spectators who become performers (Birke and Härtl 2025). The example shows how digital theatre can combine live participation, recorded material, and political representation without reducing the work to a video stream.
The production also demonstrates that digital theatre need not be entirely online. It uses technical mediation within a live event, and its political force depends on the presence of audience members who temporarily take on the roles of absent delegates. The technology supports a structure of substitution rather than replacing the live encounter.
Example: Dvizjenije’s Cybertheater
Dvizjenije’s Cybertheater (1967) is an early reference point for the vocabulary of cybertheatre. Chatzichristodoulou describes it as an immersive machinic environment that invited audiences to enter (Chatzichristodoulou). The work predates the internet, which is a useful reminder that digital theatre’s roots include kinetic art, installation, and environmental performance as well as computers. The term cybertheatre has since been used in multiple ways, and its early history does not map neatly onto contemporary online performance.
Research and Sector Testbeds
Masura’s Digital Theatre examines US and UK live mediated performance from 1990 to 2020 and asks why artists want to tell stories with the technology available to them, rather than only how they do it (Masura 2020). The ACuTe project, described in the OAMK Journal overview, is a collaboration between performing arts and new technology running from 2022 to 2026 and dedicated to culture testbeds for performing arts and new technology (Kelomees et al. 2023). Such projects show that digital theatre is also a field of research, training, and institutional experimentation, not only a set of individual productions.
Learning, Training, and Public Programming
Digital theatre has applications in education, community work, museum interpretation, and professional training. Role-play, simulation, and interactive documentary can help participants engage with complex material. These applications need the same critical questions as artistic work: who is represented, who has access, what data is collected, and whether participation is voluntary. The supplied sources do not evaluate specific educational programs, so these are general areas of application rather than documented case studies.
Importance and Impact
Digital theatre matters because it changes how performance is made, experienced, and shared. Its impact is artistic, social, economic, and organizational, and it is rarely one-directional.
Artistic and Dramaturgical Impact
Digital theatre expands the materials of performance. It allows bodies to appear in multiple places, environments to change instantly, and audiences to affect the work. It also changes dramaturgy: a scene may be organized around a camera cut, a network delay, or a chat interface. The result is not simply theatre plus screens. It is a different way of composing time, space, and attention.
For writers and directors, digital tools can open new structures: parallel scenes in different locations, characters who exist only as recordings, or audiences who become witnesses and participants. These possibilities also create new problems of coherence. A production must decide how much complexity an audience can follow and how the various media relate to one another.
Access, Inclusion, and the Digital Divide
Networked performance can connect people across distance and bring work to audiences who cannot attend a venue. It can support international collaboration and multilingual participation. But access is uneven. The digital divide—differences in devices, connectivity, skills, and private space—shapes who can participate. A performance that is free to watch may still be expensive to access in terms of data, equipment, and time. Accessibility features can reduce some barriers, but they do not remove structural inequality.
Inclusion also depends on representation. Who appears on screen, whose language is used, and whose experience is centered are artistic decisions with social consequences. Digital theatre can amplify marginalized voices, but it can also reproduce the exclusions of the platforms and institutions that host it.
Economic and Organizational Effects
Digital and networked performance can reduce some touring costs and open new revenue models, such as ticketed streams or online festivals. It can also create new costs: platforms, software, technical staff, cybersecurity, and ongoing maintenance. Organizations may become dependent on commercial platforms whose terms, algorithms, or fees they do not control. The economic picture is therefore mixed and depends on the production’s scale, funding, and business model.
For arts organizations, digital work may require new roles and workflows. Marketing, box office, audience support, and archiving all change when a production is delivered online. These changes can be opportunities for innovation, but they can also strain small teams.
Cultural and Social Connections
Networked performance can create temporary communities around a live event. Chat, social media, and shared online spaces allow audiences to respond together, even when they are apart. These communities can be fragile and moderated unevenly. They can also be genuinely international, bringing together participants who would not otherwise meet. The cultural impact lies in these new forms of gathering as much as in the artworks themselves.
Challenges, Trade-offs, and Debates
Digital theatre is not automatically more democratic, accessible, or sustainable than conventional theatre. Its benefits come with trade-offs, and many of its central questions remain contested.
Liveness and Authenticity Debates
Some critics argue that digital mediation weakens the special quality of live theatre: the shared room, the unmediated body, the risk of the present moment. Others argue that liveness is not tied to physical co-presence and that mediated events can be genuinely live. The debate is complicated by the fact that many productions mix live and recorded elements. Rather than asking whether digital theatre is truly live, it is more useful to ask what kind of liveness a work offers and what it asks the audience to value.
Technical and Infrastructural Fragility
Digital performance depends on infrastructure that can fail. Connections drop, platforms change, cameras freeze, and audio desynchronizes. These failures can be embarrassing, but they can also be incorporated into the work. The larger problem is unequal exposure to risk: a well-funded institution can afford backup systems and technical staff, while a small company may not. Technical fragility is therefore an aesthetic, economic, and access issue at once.
Access and Equity
Digital theatre is sometimes promoted as automatically accessible because it can be viewed online. That claim is misleading. Online work can exclude people with disabilities if captions, audio description, keyboard navigation, and clear language are missing. It can exclude people with low bandwidth, older devices, or limited digital skills. It can also exclude people who do not have a private space to participate. Access requires deliberate design and consultation.
Labor, Rights, and Platform Power
Networked performance creates new kinds of labor: moderation, community management, technical operation, data protection, and audience support. These roles are often invisible in the artistic credits. Platform power is another concern: artists may rely on commercial services that collect data, change their terms, or disappear. Questions of copyright, consent, and ownership become especially complex when audiences contribute text, images, or performance.
Documentation and Ephemerality
Digital work can be hard to preserve. A performance may exist only as a temporary configuration of software, devices, and network conditions. Documentation can never fully capture the event, but it can preserve enough for research and future production. The challenge is to choose what matters: the interface, the audience experience, the script, the technical setup, or the social context. No single record is sufficient.
Evidence Gaps and Competing Claims
Research on digital theatre is rich in case studies and theoretical reflection but less consistent in large-scale comparative data. The supplied sources offer historical overviews and close analysis, not universal metrics for audience impact or economic sustainability. Readers should be cautious about sweeping claims that digital theatre is always more accessible, more democratic, or more environmentally friendly. These are empirical questions that depend on specific productions and contexts.
Common Misconceptions
Digital theatre is just recorded video. Recorded video can be part of digital theatre, but the field also includes live streaming, interactive online performance, telematic collaboration, and venue-based work with digital scenography. The presence of a camera does not tell you whether the event is live, participatory, or networked.
Networked performance is always fully online. Networked performance can connect remote participants, but it can also link physical venues, combine online and in-person audiences, or use the network as one element within a live event. The network is a medium, not necessarily the only location.
Technology makes theatre automatically accessible. Online delivery can remove some physical barriers, but it can create others. Access depends on captions, audio description, clear navigation, device compatibility, bandwidth, digital literacy, and private space. Without deliberate design, digital theatre can exclude people who were able to attend a physical venue.
Digital theatre began with the internet. The internet is crucial to networked performance, but digital theatre’s genealogies include earlier technological theatre, kinetic art, projection, and immersive environments. Dvizjenije’s 1967 Cybertheater is one example of a pre-internet reference point (Chatzichristodoulou).
Audience participation is always empowering. Participation can give spectators agency, but it can also place them under pressure, expose them to harassment, or turn their contributions into unpaid content. The ethics of participation depend on consent, context, and the distribution of power.
Why It Matters and How to Explore Further
Digital theatre matters because it asks basic questions about what performance is: Is it defined by bodies in a room, by shared attention, by liveness, by interaction, or by the technologies that shape the event? These questions are not only academic. They affect how artists make work, how institutions fund and distribute it, and how audiences decide what to attend.
Questions to Ask When Encountering a Digital Performance
- Is the event live, recorded, or a mixture, and what kind of liveness does it offer?
- What does the technology do dramatically, rather than merely technically?
- Who can participate, who cannot, and what does participation require?
- How is the work documented, and who consents to being recorded?
- What infrastructure does the work depend on, and what happens if it fails?
- How are remote and in-person audiences related to one another?
Directions for Deeper Learning
Readers who want to explore further can begin with the sources cited in this article. Masura’s Digital Theatre provides a sustained study of live mediated performance in the US and UK from 1990 to 2020. Chatzichristodoulou’s essay maps the terminology of cyberformance, digital performance, networked performance, cybertheatre, and virtual theatre. Birke and Härtl’s 2025 article offers a close analysis of Conference of the Absent and the field’s concepts and developments. The OAMK Journal overview by Kelomees, Jansen, and Hoppu places technological theatre in a longer historical context and describes the ACuTe project.
Practical exploration can include attending hybrid productions, comparing a streamed play with an internet-native performance, and paying attention to access features and audience instructions. These comparisons make the field’s core questions concrete: what is gained, what is lost, and who is included when performance moves through screens and networks.
Key Takeaways
FAQ
What is digital theatre?
Digital theatre is an umbrella term for performance that uses digital technologies in its creation, staging, distribution, or audience experience. It includes video projection, animation, live streaming, interactive online work, and hybrid performances.
Is networked performance the same as digital theatre?
No. Networked performance is a narrower branch of digital theatre in which internet or telecommunications networks connect participants and shape the work itself. Digital theatre also includes venue-based work with digital scenography and streamed productions that do not depend on network interaction.
What is cyberformance?
Cyberformance is a term for live performance that takes place through networked computers and online platforms, often with distributed performers and audiences. It overlaps with digital performance, networked performance, cybertheatre, and virtual theatre.
Does digital theatre have to be live?
No. Digital theatre can be live, recorded, asynchronous, or a mixture. Many works combine live performance with pre-recorded material, and the balance between live and recorded elements is often part of the artistic design.
What is an example of digital theatre?
Rimini Protokoll's Conference of the Absent (2021) is an example. It stages an international conference whose participants are absent, and audience members step in to represent and embody the absent delegates by reading their contributions.
What are the main challenges of digital theatre?
Challenges include technical fragility, unequal access to devices and bandwidth, invisible labor, dependence on commercial platforms, privacy and consent issues, and the difficulty of documenting and preserving ephemeral work.
Is digital theatre more accessible?
Not automatically. Online delivery can remove some physical barriers, but access still depends on captions, audio description, clear navigation, device compatibility, bandwidth, digital literacy, and private space. Without deliberate design, digital theatre can exclude people.
How is digital theatre documented?
Documentation often combines video, scripts, interface captures, technical notes, logs, interviews, and audience records. No single record captures the whole event, and documentation raises consent and privacy questions when participants are recorded.
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