ATHEMOO
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''ATHEMOO'' was a
MOO A MOO (" MUD, object-oriented") is a text-based online virtual reality system to which multiple users (players) are connected at the same time. The term MOO is used in two distinct, but related, senses. One is to refer to those programs descen ...
created in 1995 By Juli Burk at the University of Hawaii, as an online performance and teaching space, for a professionals and academics who were interested in theatre. A MOO is an online text based reality which is used for socialising or game playing. They are user driven with many people coming together to create new worlds out of text. ''ATHEMOO'' was developed in conjunction with the
Association for Theatre in Higher Education The Association for Theatre in Higher Education (ATHE) is a United States-based non-profit membership organization whose mission is "To support and advance the study and practice of theatre and performance in higher education." It publishes ''Theat ...
(ATHE) and was designed originally under the auspices of providing a discussion space for people who were unable to attend conferences on the issues of performance theatre in the
United States of America The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 states, a federal district, five major unincorporated territo ...
. Originally ''ATHEMOO'' was designed so that all of the online open areas looked like a Hotel Lobby. At the time of ''ATHEMOOs establishment there were over 2200 members of ATHE, half of which were earning under $20,000 a year; it was therefore decided at the ATHE conference in 1993 that ''ATHEMOO'' would be created to help all members discuss and learn from the ATHE conferences. Although ''ATHEMOO'' was originally conceived as a discussion space, the creator realised its potential as a performative arena for the use and proliferation of online interactive performance. Audience members and any participants in a performance would be invited to visit the website at a time when the performance starts. Once the performance has started the actors playing a role within the performance space in ''ATHEMOO'' exist both within the virtual and physical world, thus creating two simultaneous performances. In some cases, actors would meet in the physical world to rehearse work they would be performing in ''ATHEMOO''.


Notable performances

In its first year, ''ATHEMOO'' hosted numerous performance events, in March 1996, Charles Deemer reproduced his hyper drama, "Bride of Edgefield," a play made entirely out of
hypertext Hypertext is E-text, text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typi ...
in the ''ATHEMOO'' space. Charles Deemer is a playwright who has worked since 1991 creating 5 different hyperplays. The second performer to use ''ATHEMOO'' as a performance space in March 1996 was Cat Hebert who produced a piece in conjunction with Crosswaves Festival in Philadelphia. In late 1996, Stephen A. Schrum created a performance entitled "NetSeduction," the piece was, "set in an internet chat room and meeting place, with a bar, dance floor, and people to meet." This performance proved to be controversial with a moderator from ''ATHEMOO'', who was concerned that the exchange of sexual dialogue may cause offence to any audience members. In 2000, Karen Wheatley produced an entirely online performance experience entitled "Scheherezade's Daughters." In this performance the performers had never met in the physical world, but rather had exchanged ideas and rehearsed through email. The performers logged on and 'performed' the play with dialogue typed out and any movement or settings described in detail for any audience members. During this performance audience members were able to take part whenever they wanted to, either by registering to be an ''ATHEMOO'' character, or by emailing a member of the cast and requesting to temporarily perform one of the roles still in existence in the performance. This form of semi-improvisational performance allowed the audience to both watch and interact at the same time. Meaning that while the performance had a set narrative which it would follow to start with, this could change completely depending on how much the audience interacted.


Decline

''ATHEMOO'' as one of the first online text based performance arenas demonstrated that the Internet is a receptive and interesting space for online text based performance. Its purpose was to discover how a MOO environment would develop around improvisational performance, and what improvisation would look like if it were viewed online. Like many MOO's in the 1990s ''ATHEMOO'' was regularly affected by connection dropout, slow connection and
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. This regular disruption became part of the charm of ''ATHEMOO'' and highlighted the risk inherent in any live performance event. As 3D virtual avatar based worlds, such as Second Life, became more popular ''ATHEMOO'' lost its appeal, the audience numbers declined leading to its closure.Haynes, Cynthia. "High Wired: On the Design, Use, and Theory of Educational MOOs", Pg 244 ''University of Michigan'', Michigan, 1998.


References

{{MUDs 1995 video games MU* games Theatre in Hawaii Video games developed in the United States Multiplayer online games