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Prospects Multimedia Theater: Characteristics and Prospects for Development

https://doi.org/10.23947/2414-1143-2026-12-3-70-75

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Abstract

Introduction. The relevance of this study stems from the need to make sense of the technological revolution in the performing arts. The integration of multimedia technologies is radically transforming the processes of theatrical design, expanding the expressive possibilities of directing and set design, and shaping a new type of immersive and interactive audience experience. Studying the specific characteristics, directions of development, and practical examples of this synthesis is essential for a theoretical understanding of the evolution of theater and for developing practical strategies for its development in the digital age. The aim of this study is to identify the specific characteristics of multimedia theater and possible directions for its development. Attention is paid to the impact of the trend toward digitalization on the process of creating theatrical productions and other projects, as well as on the field of contemporary theater as a whole.
Materials and Methods. The following materials and methods were used in the preparation and writing of this article: case studies (using projects such as “Antigravity”, “Symphony of Innovations”, “Oracle”, and others), comparative analysis of historical and contemporary practices, a historical-cultural approach to tracing the evolution of technologies, as well as SWOT analysis for a systematic assessment of the effectiveness and prospects for the application of multimedia technologies in theater.
Results have shown that the integration of multimedia technologies (such as VR, AR, video mapping, 3D graphics, etc.) significantly expands the creative possibilities of theatrical productions and enhances the level of immersion. It has been established that a key trend is the creation of interdisciplinary projects that synthesize theater, circus, dance, and digital arts. A SWOT analysis identified the technology’s strengths (high immersion, new forms of interaction, audience expansion) and opportunities (attracting investors, collaboration with other industries), as well as its weaknesses (high cost, need for specialized experts) and threats (technical risks, competition).
Discussion and Conclusion. The analysis conducted leads to the conclusion that multimedia technologies are becoming an integral part of contemporary theater, meeting the audience’s demand for interactivity and a unique viewing experience. Despite the existing risks and high costs, the potential for their application is enormous. The development of multimedia theater requires not only technological investments but also the training of new personnel, as well as a rethinking of traditional approaches to set design and dramaturgy. The SWOT analysis conducted here can be used by cultural project managers to assess the feasibility of implementing such solutions.

For citations:


Korol D.A. Prospects Multimedia Theater: Characteristics and Prospects for Development. Science Almanac of Black Sea Region Countries. 2026;12(3):70-75. https://doi.org/10.23947/2414-1143-2026-12-3-70-75

Introduction. This article examines the use of multimedia technologies in contemporary theater design. The relevance of this study stems from the rapid development of digital technologies and their growing influence on the cultural sphere, which is leading to a transformation of traditional theatrical forms. The aim of this work is to identify trends, advantages, and prospects for the integration of multimedia technologies into theatrical productions. To achieve this objective, the following tasks have been set: to analyze the historical background and contemporary examples of multimedia use in theater; to identify key technologies and their artistic functions; and to assess the potential and risks of their implementation using a SWOT analysis.

Materials and Methods. The following materials and methods were used in the preparation and writing of this article: case studies (using projects such as “Antigravity,” “Symphony of Innovations,” “Oracle,” and others), comparative analysis of historical and contemporary practices, a historical-cultural approach to tracing the evolution of technologies, as well as SWOT analysis for a systematic assessment of the effectiveness and prospects for the application of multimedia technologies in theater.

Results. Contemporary theater is a complex synthesis of time-tested theatrical formats and new theater design technologies that have emerged with the spread and rapid development of digital technologies in the cultural sphere. At the same time, theater design is constantly evolving, testing the viability of formats previously unused in this field, which include various types of multimedia technologies.

In modern science, multimedia technologies are understood to mean information technologies based on the simultaneous use of several means of presenting information within a single computer system: text, sound, graphics, animation, video, illustrations (images), and spatial modeling [1, p. 14].

One of the most effective approaches to staging contemporary theater projects appears to be the synthesis of new technologies and classical theatrical forms. The integration of multimedia technologies as individual elements of a theatrical production not only captures the audience’s attention and creates a new, unique viewing experience, but also expands the creative possibilities for directors, actors, playwrights, set designers, stage designers, and other creative professionals. At the same time, this approach helps broaden the theater’s audience by attracting viewers from the younger generation, which is accustomed to the widespread use of digital technologies.

The first attempts to integrate multimedia technology into theatrical productions took place as early as the first quarter of the 20th century in the United States and some European countries.

A striking example is the 1914 production “Gertie the Dinosaur” by American cartoonist and animator Winsor McCay. In it, the author serves as both director and actor, interacting within the plot with the “animated” image of the dinosaur Gertie. This project was created at the intersection of the arts and was more closely related to cinema (in particular, animation) than to theater. Nevertheless, it was precisely the mutual integration of various art forms that allowed multimedia technologies to subsequently spread into the field of theatrical design. For example, based on this work, a play was staged, which premiered at Chicago’s Palace Theater on February 8, 1914. Stepping into the screen and transforming McKay into his virtual counterpart became one of the most widely used techniques in contemporary digital theater [2, p. 204].

The use of image projection in a theatrical performance was first employed in Friedrich Kaysler’s production of the play “R.U.R.” by the Czech playwright Karel Čapek, the author was the first to project an image onto a waterfall. The realization of the author’s vision was based on the use of a special circular movie screen, a camera, and remotecontrol devices. The presentation of “RUR” marked the beginning of the popularization of projections as a technology for implementing creative cultural projects in the theater, a practice that remains in high demand today. At the same time, it is important to note that over time, not only has there been tremendous development in multimedia technologies, but their variety has also expanded significantly. For example, in contemporary theater, projections can be displayed using various devices: projectors, 4K cameras, video mapping, 3D tracking, and others.

German director Erwin Piscator, one of the greatest German directors of the 20th century, sought to merge cinema with staged drama and even planned to establish a specialized theater dedicated to realizing such interdisciplinary projects. At this theater, productions were to incorporate projections, circular panoramas, and projectors; however, these plans were never realized due to a number of sociopolitical and economic reasons.

At the same time, a number of his projects took an interdisciplinary form and resonated with contemporary society precisely because of their use of early forms of multimedia technology. These productions include “In Spite of Everything,” “Storm Over Gotland,” and “Stationendrama.” In these productions, the director actively used video and projections to bring his creative visions to life, primarily documentary footage that helped immerse the audience in the events unfolding on stage, suggesting that the immersive quality of Piscator’s projects stemmed precisely from his use of multimedia technologies. Theater critics among Piskator’s contemporaries noted that the director’s productions blurred the lines between fiction and reality.

In contemporary theatrical practice, forms of interactive performances are evolving, including those associated with the genres of technical, light, and cyber shows, in which innovative technologies take on a role of their own [3, p. 9].

Today, theater professionals have access to a much wider variety of multimedia technologies than their counterparts did in the last century. These technologies include virtual reality (VR) and augmented reality (AR), as well as combinations of the two (MR, or mixed reality); video mapping (transforming any surface into a screen for video projection); projections; motion capture; mobile audio description; 3D modeling; mapping; simulation; audio technologies; and others.

Among the other features of multimedia technologies, the following can be highlighted:

– the integration of a multi-component information environment (text, sound, graphics, photos, video) into a unified visual presentation;

– the provision of reliable and long-term storage for large volumes of information;

– the ease of processing information [1, p. 13].

The specific nature of the implementation of the latest theatrical multimedia projects can be seen in the example of the multimedia theater-circus show “Antigravity” by the “Red Square” media group (directed by Andrei Koltsov), staged in 2025 at the Gorbunov Palace of Culture. As is characteristic of contemporary multimedia stage projects, “Antigravity” is interdisciplinary in nature, combining elements of theater, circus arts, dance, music, and digital technologies. A key element of the project’s stage design was a 100-meter media wall featuring 3D graphics, allowing the audience to fully experience the feeling of being immersed in various on-stage locations: the foot of a mountain, the sky, the ocean, a tornado, and more.

In addition, in 2025, the State Academic Maly Theater of Russia hosted the premiere of the multimedia production “Symphony of Innovations.” The project is based on a fusion of classical Russian music and the latest technological advances. The project’s creators incorporated multimedia technologies such as video installations utilizing artificial intelligence. Video vignettes about the lives and works of Russian classical composers, accompanied by their “brought-tolife” figures, create a unique audience experience that forges a connection between the viewer and the work by introducing them to the composer. In addition, “Symphony of Innovations” utilizes other modern technologies: holograms, radiocontrolled kinetic mirrors, stage media surfaces, 3D video performances, and a robot conductor.

“Symphony of Innovations” was produced with the support of the Federal State Cultural Institution “Rosconcert” and the Ministry of Culture of the Russian Federation. State support for projects of this kind demonstrates that the integration of multimedia technologies into the cultural sector, including the field of theater design, is one of the key priorities of the Russian Federation’s state cultural policy.

As part of the Ruhr Triennial in 2025, the multimedia performance “The Oracle” by Polish director Łukasz Twardkowski premiered; it tells the story of British mathematician and cryptographer Alan Turing’s life after World War II. In this project, the director uses soundscapes and video projections to create a unified stage space and fully immerse the audience in the story.

At the same time, it is important to note that multimedia technologies are not only becoming part of individual cultural projects but are also serving as the foundation for the formation of entire cultural institutions. For example, in 2012, ballet dancer Andrei Alexandrovich Evdokimov founded the Russian Multimedia Ballet Theater, which aims to draw audiences’ attention to classical ballet through the creation of multimedia content. For this theater, multimedia serves as a full-fledged stage space. In their productions, the creators use projections, LED screens, 3D sets, computer animation and graphics, Flash animation, morphing, and computer-generated imagery.

In 2008, a group of theater professionals and artists in the United Kingdom founded the company “Fast Familiar,” which focuses on creating immersive digital theater productions. Notable projects by the company include “The Acquisitions Panel,” “Bad Altitude,” and “The Evidence Chamber”: all of which are characterized by a high degree of interactivity and audience immersion in the plot. The productions utilize multimedia technologies such as virtual and augmented reality, audio technologies, 3D mapping, and tracking, and the company also stages immersive chat-based performances.

The examples of contemporary multimedia theater projects discussed above lead to the conclusion that one of the key goals of using such technologies in modern stage productions is to enhance the level of immersion and create a unique audience experience.

Currently, the key trends in the development of immersive theater include the use of technology, interactivity, the creation of a unique audience experience, and the expansion of the boundaries of the stage. The prospects for the genre’s further development are linked to advances in digital technology, audience growth, integration with other fields of culture and the arts, and improvements in the quality of the projects being created.

One of the catalysts for the development of multimedia theater was the COVID-19 pandemic, which forced artists to seek new formats for realizing their creative projects. Notable Russian productions employing this approach include Maxim Didenko’s “The Cage with Parrots”, Danil Chashchin’s “In Search of the Author”, Mikhail Rakhlin’s “Three Sisters”, and others [4, p. 75].

To justify the continued use of multimedia technologies in contemporary theater, it is necessary to identify and compare their advantages and disadvantages, the risks associated with their use, and the opportunities they offer for a given theater project. To gain the most objective understanding of the current state of multimedia technologies in the field of theater design, we will conduct a SWOT analysis.

Strengths of using multimedia technologies in theater projects:

– a high level of audience immersion and engagement in the performance;

– a wide range of opportunities for directors and set designers to bring their creative ideas to life;

– the creation of a new form of interaction between actors and the audience by “transporting” the actors into a virtual environment;

– the ability to create unique scenarios that cannot be replicated in “traditional” theater;

– improving the visual aspects of a performance, including its sets and visual effects;

– expanding the audience for a theater project by bringing it into virtual reality (moving beyond the offline space);

– making it easier for people with disabilities and limited mobility, as well as others with reduced mobility, to access cultural offerings.

Weaknesses of using virtual multimedia technologies in theater projects:

– high costs of equipment for presenting performances in virtual space;

– the need to engage additional specialists to implement a theater project using multimedia technologies.

Opportunities for Applying Multimedia Technologies in Theater Projects:

– attracting investors from the digital sector and related fields;

– significantly expanding the audience by creating a qualitatively new creative product and making it more accessible to the target audience;

– increasing the competitiveness of theaters in the creative industries market;

– collaboration with projects and professionals from other artistic fields: the gaming industry, digital art, design, etc.;

– expanding the geographic reach of theater projects;

Threats posed by the use of virtual reality technologies in theater projects:

– a high level of competition with other art forms that actively use multimedia technologies in their projects: museums and exhibition spaces, design, cinema, etc.;

– the audience’s lack of readiness to actively use multimedia technologies;

– the inability of theater projects using multimedia technologies to break even;

– a level of digitalization in society that is insufficient for implementing such projects;

– the likelihood of technical errors that could affect the quality of the project.

– a high level of competition with other art forms that actively incorporate multimedia technologies into their projects: museums and exhibition spaces, design, cinema, etc.;

– the audience’s reluctance to actively engage with multimedia technologies;

– the inability of theater projects utilizing multimedia technologies to break even;

– a level of digitalization in society that is insufficient for implementing such projects;

– the likelihood of technical errors that could affect the quality of the project.

Discussion and Conclusion. Currently, the most promising way to engage people in multimedia cultural projects appears to be the development of various mobile applications that support augmented reality, enabling the engagement of audiences regardless of time or location [5, p. 31].

Thus, based on the analysis presented above, a logical direction for the development of multimedia theater appears to be the emergence of new theatrical forms through the transformation of existing ones, as well as an increase in the level of immersion in theater projects of this nature. At the same time, we can expect an increase in the number of interdisciplinary projects, as multimedia technologies expand creative possibilities, allowing theater producers to incorporate technologies used in screen arts related to theater such as film, television, computer graphics, and other fields of video content creation into their projects.

The findings of the study allow us to conclude that multimedia theater has emerged as a significant and enduring phenomenon in contemporary performing arts, responding to the demands of digital culture. Its essence is defined by the structural integration of technologies (VR, AR, video mapping), which have evolved from auxiliary tools into full-fledged components of the artistic system, directly influencing dramaturgy, set design, and the nature of audience perception. The primary artistic goal of this synthesis is to create an immersive and often interactive environment, which leads to a reimagining of traditional theatrical conventions. A SWOT analysis confirms that, despite the objective risks associated with high costs, technological complexity, and the need to train new personnel, the potential of multimedia theater is significant. Its development opens up opportunities for expanding the audience, fostering interdisciplinary practices, and creating inclusive cultural products. A logical direction for its further evolution appears to be the deepening of the personalization of the audience experience and convergence with emerging technologies, such as artificial intelligence; however, this raises the challenge of preserving artistic integrity and semantic depth in the context of technological determinism.

References

1. Novikova A.V. The concept of “multimedia technologies” in contemporary science. Bulletin of the Magistracy. 2015;41(2–2):13–14. (In Russ.)

2. Rostovsky E.V. The Multimedia Space of the Theater. Humanities, Social-Economic and Social Sciences. 2014;3:203–205. (In Russ.)

3. Astafieva T.V. Modern criteria of the theatrical innovation. Znanstvena Misel. 2018;18(5):9–11. (In Russ.)

4. Korol D.A., Manannikova P.M. Mutual Integration of Spectator Immersion Mechanisms in Stage Performances. Science Almanac of Black Sea Region Countries. 2025;11(3):73–78. (In Russ.) https://doi.org/10.23947/2414-1143-2025-11-3-73-78

5. Korol D.A., Ermolina S.S. Main directions of AR- and VR-technologies development in the sphere of culture. Science Almanac of Black Sea Region Countries. 2025;11(1):28–32. (In Russ.) https://doi.org/10.23947/2414-1143-2025-11-1-28-32


About the Author

Daria A. Korol
Russian Presidential Academy of National Economy and Public Administration
Russian Federation

Korol Daria Aleksandrovna, Applicant, Institute of Public Administration and Management, Russian Presidential Academy of National Economy and Public Administration (82/1, Vernadsky Avenue, Moscow, 119571, Russian Federation)



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For citations:


Korol D.A. Prospects Multimedia Theater: Characteristics and Prospects for Development. Science Almanac of Black Sea Region Countries. 2026;12(3):70-75. https://doi.org/10.23947/2414-1143-2026-12-3-70-75

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