¿Quién gana la corona? / Bodas de Sangre stands as a performative and interactive cycle in which both the public and creatives develop collaborative work, validating this distributed digital theatrical format inaugurated by the Épica Foundation.
The project incorporates in each of its deliveries on the one hand, a contest where the participants play from their own homes and on the other an episode of a play based on the text by Lorca Bodas de Sangre and that has been made expressly for this cycle .
¿Quién gana la corona?/ Bodas de Sangre
Experimentation, play and performing arts
New Audience
The main objective of the project is to encourage society’s attention to performing arts and culture, proposing an interaction with the public through innovative gamification techniques. From the use of mass communication tools that allow active participation in the cultural event, it is intended to facilitate access to knowledge for civil society using a common language. In this way, society becomes a large audience that decides, contributes and participates in cultural events.
A performance cycle
Each of the deliveries of this cycle is made up of two sections. On the one hand, an interactive contest in which between 7 and 9 different candidates participate in each session. These were chosen through an open call launched through the newsletter as well as the different social networks of the Foundation. The contest is based on classic games easily recognizable by the audience, as well as games inspired by concepts discussed in the act that will be represented once the section ends. The incorporation of these themes allows experimenting with new artistic genres, generating a contrasting dialogue between a scenic proposal and an eminently interactive action.
In this section, the audience has an active participation through various communication and interactive tools, including Kalliópê.
On the other hand, in each broadcast an act of the work Bodas de Sangre made by the creatives is broadcast live from a distance, hybridizing various audiovisual and interpretive techniques and establishing a conceptual discourse with the contest.
As for the work, it is a piece based on the text by Federico García Lorca, a common starting point that easily makes it possible to carry out a work that combines the different proposals of the creatives. The text, which is widely known, will incorporate new experimental content that hybridizes the most classic proposal with innovative aesthetic and technological solutions.
1st act
The beginning of this first chapter has as its protagonist the gamification experiment ¿Quién gana la corona?, a contest with the classic games of memory, speed and creativity, which in this first edition has the participation of 7 players and is broadcast live to via Twitch. Once the game is over, the first act of Bodas de Sangre begins, divided into 3 frames. The participation of the Kalliópê tool is used both in the contest section thanks to its segmentation capacity, and to provide greater dynamism and interaction within the representation of the first act of Bodas de Sangre.
2nd act
This second live broadcast contains a new edition of the contest ¿Quién gana la corona?. On this occasion, the theme ofBodas de Sangre,takes center stage, making the tests revolve around the events of the second act. The 7 contestants face memory and creativity tests where the public chooses their favorites through the voting and participation systems in the Twitch chat. Thanks to Kalliópê, both the audience and the players receive different messages adapted to the tests. Next, the second chapter of Bodas de Sangre is broadcast, where recorded images are combined with live scenes made by the participants and additional live content sent by Kalliópê.
3rd act
The third live broadcast begins with an approach to the best moments of the contest ¿Quién gana la corona? This compilation highlights the most iconic tests from past broadcasts. After a short video summary of the past acts of Bodas de Sangre, the 3rd act begins, where the different live actions accompany the audiovisual creations that end the action. Both Kalliópê and the interactive spaces generated on Twitch serve to generate a more immersive experience from the viewers’ homes.