Alston, A. (2013) ‘Audience participation and neoliberal value: Risk, agency and responsibility in

immersive theatre’, Performance Research, 18(2), pp. 128–138. Taylor & Francis Online.

Alston, A. (2016) ‘The promise of experience: Immersive theatre in the experience economy’, in 

Reframing immersive theatre: The politics and pragmatics of participatory performance. Palgrave  Macmillan, pp. 243–264.

Bishop, C. (2006) Participation. Cambridge: The MIT Press.

Bishop, C. (2012) Artificial hells: Participatory art and the politics of spectatorship. Verso Books.

Bogost, I. (2010) Persuasive games: The expressive power of videogames. MIT Press.

‘Connective Symposium Programbook’ (2022). Fontys School of Fine and Performing Arts.

Deleuze, G. and Guattari, F. (1988) A thousand plateaus: Capitalism and schizophrenia. Bloomsbury Publishing.

Flanagan, M. and Nissenbaum, H. (2014) Values at play in digital games. Cambridge: MIT Press.

Galloway, A.R. and Thacker, E. (2013) The exploit: A theory of networks. Minneapolis: University of Minnesota Press.

Harrell, D.F. (2013) Phantasmal Media: An approach to imagination, computation, and expression. MIT Press.

Hübner, F. (2022) ‘In Good Company. Think we must.: Inaugural lecture for the professorship Artistic Connective Practices’. Fontys School of Fine and Performing Arts.

Huizinga, J. (1949) Homo Ludens: A study of the play-element in culture. 1st edn. London: Routledge & Kegan Paul.

Mediaweek (2018) ‘Facebook Australia’s Andrew Hunter: “People define their networks”’, Mediaweek, 9 August. Available at: https://www.mediaweek.com.au/facebook-andrew-hunter-people-define-networks/ (Accessed: 11 February 2022).

Mirjahani, R. (2022) ‘An Experiment on Agency’. Connective Symposium, Fontys School of Fine and Performing Arts, 18 November.

Mulgan, G. (2018) Big mind: How collective intelligence can change our world. Princeton, NJ: Princeton University Press.

Nguyen, C.T. (2020) Games: Agency as art. Oxford University Press.

Renfro, J. (2021) We called it _____: Filling the gaps in participatory art design. ArtEZ University of the Arts.

Renfro, J. (2022) ‘Attending to procedural authorship in participatory art practice’, in Mend, Blend, AttendProceedings of the 13th Annual Society for Artistic Research Conference, Weimar.

Rigby, S. and Ryan, R.M. (2011) Glued to games: How video games draw us in and hold us spellbound. Santa Barbara: ABC-CLIO.

Sawyer, R.K. (2010) ‘Individual and group creativity’, in J.C. Kaufman and R.J. Sternberg (eds) The Cambridge Handbook of Creativity. Cambridge University Press, pp. 366–378.

Sicart, M. (2011) The ethics of computer games. Cambridge: MIT Press.

White, G. (2013) Audience participation in theatre: Aesthetics of the invitation. Springer.

 

References