TP5007 - Performance and Digital Cultures

What will I learn on this module?

In this module you will learn how digital cultures are investigated through theatre and performance practices. The notion of ‘digital culture’ is explored in an expansive way to consider how ‘digital perspectives’ are represented in live performance works, along with providing tools for representation (projection, networks, etc.). This is inclusive of approaches to mixed reality, gaming theatre, and online performances along with plays that take ‘the internet’ as their subject (such as Tim Price’s Teh Internet is Serious Business and Jennifer Haley’s The Nether). As a research informed module, the interests and specialisms of the staff will guide the workshops included each year. The overall aim is to prepare you to identify, critique, and stage timely performances that investigate the social, aesthetic and political impacts of digital cultures (whether local or global) beyond a focus on the technology alone.

How will I learn on this module?

This module is taught via seminars and workshops. Typically, one week will introduce a key critical or creative concept during a seminar with structured reading and the following week will explore related ideas in a task-oriented workshop. The workshops are an opportunity to test our ideas as well as get hands-on experiences with methodologies, techniques, and approaches to making digitally-orientated performance practices. Workshops will work through a series of structured practical investigations on topics that might include: live feed video performance, light as material, audio landscapes, mixed reality techniques, social media performances, and writing for the internet age. Alongside staff presentations, reading materials and performance viewings (live or recorded) the structured programme of workshops will help students you to build knowledge of and skills in the areas of performance and practice research addressed on the module.

How will I be supported academically on this module?

You will be supported to design, contextualise and present your practice research project. As such, tutors will support you to engage with workshop tasks that combine group tasks and exercises with sharing of your work as it developes, alongside debates and discussions that reflect on your practice and the research materials you encounter. The module creates space for you to advance your knowledge, consolidate learning and develop your voice as a critical practitioner while receiving regular formative feedback your from tutors and fellow students.

The sessions will be supported by material on Blackboard, the e-learning portal, with preparatory tasks and supporting information or additional research relating to the sessions. You will receive informal feedback via the tutor and peers during the task-orientated workshops and seminar discussions. The workshops are designed to allow you to explore theoretical ideas in practice.
Information and resources will be available to you 24/7 viaBlackboard and the 'Reading List' contains links to readings, websites and online video material which can help you develop appropriate knowledge and understanding.
Written assessment feedback will be provided within 20 working days of summative assignment submission. Access to library facilities is available 24-7 all year round.

What will I be expected to read on this module?

All modules at Northumbria include a range of reading materials that students are expected to engage with. Online reading lists (provided after enrolment) give you access to your reading material for your modules. The Library works in partnership with your module tutors to ensure you have access to the material that you need.

What will I be expected to achieve?

Knowledge & Understanding:
? Identify, critique, and propose timely performances that investigate the social, aesthetic and political impacts of digital cultures.

Intellectual / Professional skills & abilities:
? Demonstrate an ability to propose, develop and realise a creative response to digitally-orientated politics, social contexts and aesthetics.

Personal Values Attributes (Global / Cultural awareness, Ethics, Curiosity) (PVA):
? Develop an awareness of digital inequalities and challenge assumptions on technology-centric readings of digital culture.

How will I be assessed?

Formative
Students will share their argument in response to the set provocation as an oral presentation. Staff and peers will offer feedback in class.

Summative


Practice Research project (100%) comprising:
• A demonstration of practice (c. 5 – 10 minutes, as appropriate to form of practice and in discussion with tutor);
• A 1000-words (or equivalent) statement contextualising the practice research demonstration.

In response to a staff provocation or live brief, you will work in small groups to develop, rehearse and realise a practical response (such as performance, workshop, installation or another agreed other format) that investigates the intersection of practice and theory.

The format of the practical demonstration will be agreed in discussion with the module convenor. The 1000 word (or equivalent) research statement will outline the critical and creative references that have informed the project, and how they have done so

Pre-requisite(s)

N/A

Co-requisite(s)

N/A

Module abstract

This module focuses on how digital cultures are investigated through theatre and performance practices. The notion of ‘digital culture’ is explored in an expansive way to consider how ‘digital perspectives’ are represented in live performance works, along with providing tools for representation. This is inclusive of approaches to mixed reality, gaming theatre, and online performances along with plays that take ‘the internet’ as their subject (such as Tim Price’s Teh Internet is Serious Business and Jennifer Haley’s The Nether). As a research informed module, the interests and specialisms of the staff will guide the workshops included each year. The overall aim is to prepare students to identify, critique, and stage timely performances that investigate the social, aesthetic and political impacts of digital cultures (whether local or global) beyond a focus on the technology alone.

Course info

UCAS Code W405

Credits 20

Level of Study Undergraduate

Mode of Study 3 years Full Time or 4 years with a placement (sandwich)/study abroad

Department Northumbria School of Design, Arts and Creative Industries, Arts

Location City Campus, Northumbria University

City Newcastle

Start September 2025

Fee Information

Module Information

All information is accurate at the time of sharing. 

Full time Courses are primarily delivered via on-campus face to face learning but could include elements of online learning. Most courses run as planned and as promoted on our website and via our marketing materials, but if there are any substantial changes (as determined by the Competition and Markets Authority) to a course or there is the potential that course may be withdrawn, we will notify all affected applicants as soon as possible with advice and guidance regarding their options. It is also important to be aware that optional modules listed on course pages may be subject to change depending on uptake numbers each year.  

Contact time is subject to increase or decrease in line with possible restrictions imposed by the government or the University in the interest of maintaining the health and safety and wellbeing of students, staff, and visitors if this is deemed necessary in future.

 

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