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THE SANITY PATROL PLAYERS
Z. SHARON GLANTZ
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LOL

A unique experience in live theater
and Virtual Reality

PROPOSAL

Below is an abbreviated version of a proposal to produce LOL. Feel free to download the full proposal

EXECUTIVE SUMMARY

Concept

Both live theater and online virtual reality share a common thread – drama. The Sanity Patrol Players will combine these two venues into a unique experience on the complexity of relationships in a technological world. LOL is live theater in two locations that utilizes online virtual reality to communicate between the two. The distance between locations is of no great consequence other than determining whether a cast of six or twelve is used. At this time, the first choice online virtual reality platform is Second Life (“SL”). LOL will attract a wide range of audience, including theater goers, 3D artists, techies and SL residents.

With advances in technology, theaters include multi-media in their productions. Performance art has upped the bar as far as multi-disciplinary presentations engaging enough to compete with the ease of attending blockbusters in movie theaters or at home. LOL capitalizes on a growing interest in how to integrate high tech and love production. LOL will help clarify the significance of virtual relationships and community.

THE EVENT

The farce that is LOL is a cross between Shakespeare's As You Like It and The Simpsons . The three characters in each location will use the exposition of the play to identify:

  • Their real life person
  • Their real life relationships with the other characters
  • Their online avatar
  • Their online relationships with other avatars including the avatars of characters in the play and other SL avatars.

Two characters, one in each café, will use avatars of the opposite sex. At least two real life relationships between characters will be identified during the exposition.

Characters will communicate by means of:

  • Onstage conversation
  • Chat (public exchanges on Second Life)
  • Instant messaging (private exchanges on Second Life)
  • Cell phone (possibly including texting)
  • Email

In many cases, the characters will read aloud as they go – both the text of others and their own. The script is written to force focus on the central action and includes opportunities to “catch up” for the audiences by using repetition and possibly a summary on one of the screens.

Between Acts I and II, and between Acts II and III, the six actors switch locations or are replaced by three actors who assume the characters of those from the other location. If performed locally, this could be an actual switch.

There is potential to include other elements:

  • Voice (via SL)
  • Online access to the event for those on SL
  • Webcams at each location

The simulated environment (“SIM”) used for LOL could require an entrance fee for those on SL to attend the event. Most residents enjoy a spontaneous SL lifestyle. If included at the event, SL attendees would need to appear with the character avatars prior to the commencement of the live presentation to be screened and to learn the limits of their participation.

The live portions of the play could be video streamed into the SIM and other SL venues, possibly requiring an entrance fee, so that other avatars could also follow the action. Locating the performances in cyber cafes and restaurants would allow audience members to log onto the SIM of LOL in SL as SL attendees.

This interaction presents promotion opportunities that incorporate a larger audience, offering greater sponsorships and opportunities to introduce products/services to SL.

LIVE THEATER COMPONENT

LOL is a romantic farce about online and offline relationships, including issues of cross-gender exploration. Performances occur in two cyber cafes, restaurants or some facsimile thereof. In each location three actors perform in their own small playing space with a computer and in an area where they can interact. Big screens project the activities of the three actors when they are on SL. Two sets of three actors exchange locations during intermissions. Locations for the live portion within a range of approximately 10 miles can utilize two sets of three actors; otherwise four sets of three would be employed.

SL COMPONENT

SL of Linden Labs can be accessed by anyone with a relatively new computer and internet access – preferably broadband (see more detail and pictures at Appendix A). Avatars are designed by the user, so they may or may not reflect the gender, appearance or even personality of the user. They may be human, furrie (animal) or anything in between. Within Second Life, there are numerous opportunities for spontaneous interactions – communities of those with a shared interest, clubs for music/dancing, educational institutions, sex clubs and shopping (body parts, clothes, animations, etc.)

LOL anticipates utilizing a private SIM, a restricted location on Second Life, designed for the avatars of the actors and character avatars who will further the action of the play. The SIM will include custom animations, scripting and builds. (See Appendix C)

TABLE OF CONTENTS

FACT SHEET

EXECUTIVE SUMMARY
Concept
The Event
Live Theater Component
SL Component

PROJECT DEVELOPMENT
Pre-Script Preparation
Readings
Technical Readings
Rehearsals

STAFF

FUTURE PRODUCTIONS

TIMEFRAME OVERVIEW

CRITICAL RISKS
New Venue Issues
Technical Issues

MARKET ANALYSIS
Market Behavior
Marketing Objectives
Target Markets
SL Attendance Potential

FINANCIAL OBJECTIVES
Sponsorships

BUDGET

TOURING BUDGET

Appendix A Background of The Sanity Patrol Players, The Sanity Patrol Press and Z. Sharon Glantz

Appendix B George Coates Performance Works' The Crazy Wisdom Sho from 2001

Appendix C Photos from Second Life, including performances

Appendix D Selected Charts from Culture and The Arts Survey , by Penn, Schoen, Barland & Associates, Inc., August 2007

Appendix E Audience Understanding Survey , by Janet Bailey & Associates, Inc., February 2005

Appendix F League of Washington Theatres Audience Survey: 2000 and Beyond , Shugoll Research, June 2000

Appendix G “'CSI: Second Life' promises to be a crime scene itself”, from ValleWag, Silicon Valley's Tech Gossip Rag, August 2007

Appendix H “Are Marketers Dying on Second Life?”, BrandWeek, March 2007

Appendix I HP Communities: The Digital Mindset Blog, Eric Kintz, April 2007


PROJECT DEVELOPMENT

The following script development process carefully integrates technology along the way. This process will take approximately nine months. Most script development for live theater takes between three and six months. The complexities of incorporating technology require a longer timeline.

PRE-SCRIPT PREPARATION

The playwright will present a preliminary outline of the script to the director and dramaturge along with the builders, scripters and animators on SL. Together they will complete the outline.

Once a draft from the outline is completed enough to identify locations to build and animations to develop, the executive producer/director and technical director will perform preliminary tests for interfacing the online portion with the live portion, maximizing the potential automation of actions online. As development continues, the online portion will continue to be refined. Only when satisfied technically how both portions work together will the executive producer/director cast the actors.

READINGS

Read-throughs of the play out loud are mandatory for the playwright and dramaturge, to hear and identify the “voice” of the piece and, to a limited extent, the rhythm of its unfolding. Due to the newness of this type of performance, one to five readings (as opposed to one or two) may be required. Using professional actors maximize effectiveness of the reading process.

TECHNICAL READINGS

It is unclear at this time as to how much each actor will directly manipulate their avatar. It may be useful to have other people manage their avatar. This determination will assist in clarifying how many initial technical rehearsals will be required. Chances are it will take three to seven technical readings that incorporate the dialogues on SL and by cell phone usage with the live theater component.

REHEARSALS

Typically, the process of mounting a play would take four to six weeks. LOL will require a minimum of eight weeks do assure the live action and technical action work together. This may require a great deal more repetition will be required to assure ease of coordination. Rehearsals will be four to six hours in duration.

MARKET ANALYSIS

MARKET BEHAVIOR

Theater goers are loyal consumers. If they like a show, they come back for other performances. No two performance of LOL will be the same. The script and the process used to overcome critical risks will assure a new production every performance. Because a production of LOL can be performed in two distant locations, cultural differences will enhance standard marketing efforts (See Appendices C, D and E) and condition market behavior in a unique way.

MARKETING OBJECTIVES

Marketing objectives of The Sanity Patrol Players include:

  • Establish ongoing performances at two venues in the greater Seattle area.
  • Encourage productions of LOL across the State of Washington, into the State of California and then across the country.
  • Move past the borders of the United States to other countries, adapting the script accordingly.
  • Tour large high tech corporations who could accommodate two playing spaces, to demonstrate a use of virtual reality and as a shared activity for employees.
  • Develop subsequent plays along the same vein that keep up with the latest technology and online social interaction interfaces.
  • Create new art forms and performance venues.
  • Attract a new audience to live performance, including those who are younger.

TARGET MARKETS

LOL will attract different target markets:

•  Mainstream theater goers;

•  Lovers of multi-media, performance art and other experimental presentations;

•  Techies of all ages interested in virtual reality and its potential for new forms of entertainment;

•  Online gamers who create their own drama within the context of a game;

•  Residents of SL seeking new ways of bridging SL and real life.

These target markets together cover a larger demographic than most theaters, including younger groups than are normally attracted to live theater.

FINANCIAL OBJECTIVES

Financial objectives include the following;

•  Use underwriting and sponsorships to develop and perform the first production of LOL ;

•  Assure tickets pay for live production (See Budget)

•  Negotiate with new locations to either produce or consult on a production of LOL

SPONSORSHIPS

The Sanity Patrol Players seek all levels of sponsorship including a primary underwriter whose name would precede the title in all promotions. A tiered list of sponsorship opportunities compiled in cooperation with the primary underwriter include:

•  The appearance of their logo on promotion materials, in the program and on the website (i.e., headlined sponsorship (*Name * presents LOL );

•  Product placement within play and on SL;

•  Make products available to audiences at the event;

•  Usage of products as set décor or props on SL;

•  Inclusion of products in an SL boutique of LOL offerings and on the website.

These styles of co-branding draw upon standard marketing strategies as well as take advantage of new opportunities. The goal is win-win promotion for all sponsors and the primary underwriter.

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