Abstract
Abstract
This chapter concludes by thinking ethically—about value in, and the value of, theatre—by suggesting that because of the many empty conceptual spaces in theatre that both participating in and watching theatre require and encourage curious behaviors. In investigating what curiosity is and how theatre helps develop individually and societally needed curious behaviors, the chapter likens theatre to some games that are found in some well-known plays (e.g., card games, chess, etc.). It also creates ten logical expressions that explain theatre’s rules of engagement. Finally, until now, curiosity has mostly been seen as a mental process or drive. This chapter claims that curiosity refers to a cluster of different behaviors that are all loosely connected to the creation and/or acquisition of knowledge. By thinking about how the blank spaces of theatre require both participants and viewers to create and/or acquire knowledge, the chapter concludes by considering how theatre itself promotes curious behaviors.
Publisher
Oxford University PressNew York, NY