SOCIODRAMATIC
ROLE-PLAY:
EXPLORING
THE THEORETICAL FOUNDATIONS OF APPLIED THEATRE
(e.g., PSYCHODRAMA, SOCIODRAMA, DRAMA THERAPY, etc.)
Adam Blatner, M.D., TEP
June 21,
2011 (This webpage being revised) (See other references on www.interactiveimprov.com/
website,
elsewhere
on this website.)
Introduction
The kinds of
media we use shape the ways we think and interact. Marshall McLuhan's
work in the late 1960s and others exploring the impact of media have
commented on this phenomenon. When "oral" cultures became
"literate,"---i.e., they began to know about reading and writing---it
changed the nature of culture, and it might be fair to say that this
was a key in the emergence of "civilization," or the juncture between
the pre-historic and historic eras around 5,000 years ago. After that,
major steps in the evolution of media have included the invention of
the alphabet, improved modes of travel (and therefore a more reliable
system for carrying letters), books, newspapers, pamphlets, journals,
the microphone, the telegraph, telephone, television, recording
devices, etc. Now discourse---which is a general category for what goes
on involving all modes of communication---is at a point of potentially
becoming more complex, the better to catch up with the requirements of
the post-modern era. I am proposing that sociodramatic role-play become
recognized and used as a major communications form, one that can
include more people in an active fashion.
Several points fit in with this. For several centuries communications
have been mainly top-down, from those with more designated authority to
those with less. But as systems become more complex, we need more feedback to
correct errors; and we need more buy-in, more of
a sense of active participation, instead of passive acceptance.
Sociodramatic role-playing offers more promise in this regard than
discussion groups, debates, and certainly through lectures (even with
question-and-answer) or books.
Several factors further fit in---new trends and understandings.
-- the more systems become complex, the more we recognize
the need for intrinsic feedback systems, cybernetics, to fine-tune
movements.
-- the more human systems become complex, the more it is
necessary to enable feedback from those who more often feel
disempowered and keep silent, those with less status. But we've
discovered that those who are oppressed end up passive-aggressively
sabotaging the optimal development of the system.
-- the growth of psychology as a technology, not just for
the treatment of mental illness, but also for business, education,
religion, clubs, local politics, and in all endeavors that involve
people collaborating in a common enterprise
To restate, communication models that emphasize communications from
higher ranking to lower ranking people in a system worked better than
having no organization, but they also are more vulnerable to problems
as systems become more complex. In the last half-century, increasingly,
more interactive models have
arisen: Seminars have become more open-ended. Dialogue is more open to
the introduction of material not planned for by the leader of the
discussion. As people become increasingly aware of an increasing number
of frames of reference that may be applicable in life, the nature of
discourse has become recognized as deserving of a more complex
methodology to address a correspondingly greater complexity of what is
being considered. Complexity here refers to the potential range of
frames of reference, points of view, perspectives, degrees of interest
and relevance, and degrees of definitiveness versus tentativeness.
Many situations in life—perhaps most—in fact are more tentative,
exploratory, and elusive of fixed answers or assumptions about definite
right and wrong ways of thinking about or dealing with the problem.
Marriage, sex, parenting, home-making, and, increasingly, introducing
innovations and flexibility into the workplace—all highlight the
pervasiveness not of “right answers” so much as explorations,
negotiations, provisional agreements, and an ongoing process of
revision and creativity.
A second element in this cultural evolution has been the disruptive
technology of the internet and the web-search-engine (e.g. Google),
which makes information immediately available and for the most part,
free. Fifty years ago quiz shows rewarded generously people who
remembered information, even trivia. It’s just not needed anymore. The
situation has shifted.
It’s a bit like the joke in which some guy manages to die but “takes it
with him” and brings a suitcase loaded with gold to heaven. St. Peter
examines him and his suitcase and opens the Pearly Gates, calling out:
“Here’s another fool with a suitcase full of street-paving!”
(Remember, the theme is that in Heaven the streets are paved with
gold.) Har har. So information, once rare and hard to acquire, is
now freely available.
What then becomes the precious commodity? What to do with the
information! But this is where drama-play comes in, because information
processing involves the recognition of which criteria or frame of
reference is relevant—and often there may be several, as well as
disagreements over which criteria are more relevant!
That’s where drama-play comes in. The problem is that drama has been
distilled out from the drama-play of childhood, packaged for purposes
not of exploratory play and experience, but for performance as a fixed
piece for a passive audience. This is analogous to trying to package
singing in the shower as opera, or jumping around for fun as formal
theatrical dance. The shift in goal—performance of a fixed piece, from
which the dynamism and awkwardness of improvisation has been distilled
away, both polishes it, makes it more of a commodity, but at the same
time stifles its vitality and immediacy. This is what Moreno objected
to.
This paper considers drama-play as a medium for communications and
exploration—not just for therapy—that’s only one application, and by
far not the main one—but as a mode for many sectors of our
culture—family life, business, local politics, clubs, religion,
education at all levels, social action, recreation, etc.
To appreciate the second part of this paper (you may glance ahead—pages
allow for that), remember again the cultural field from which we are
evolving, the medium of one-way information presentation. (I confess
that it’s ironic that this is precisely the medium being used here, but
it is appropriate as one of—but by no means the only—vehicles for
introducing new ideas.)
Historical
Background
Writing
books and giving lectures have been a major form of communication for a
few centuries, especially regarding material that is supposed to be
non-trivial, important, weighty, or complex. Ordinary oral
communications are given less weight.
In the intermediate phase of the 20th century, people were able to
engage with movie stars and sports stars symbolically and with more
vividness in their own lives—what Rifkin called “para-drama” (?).
However, vicarious involvement, through fan magazines, following
twitter accounts, on television, spectator sports, etc. doesn’t
generate authentic involvement. There is neither true encounter with
the other or full bodily involvement—what Moreno called satisfaction of
“act hunger.” What is being proposed here is a sublimation of
childhood’s pretend play, refined and adapted for a more exploratory
and participatory process of exploring situations—i.e., “drama-play.”
(Perhaps it might equally well be called “play-drama.”)
Drama-play catches up with the post-modern condition: Faster
interactions are possible— emphasis on the “inter-.” In the olden days,
much communication was mainly one-way, A “telling” B. If A asked B a
questions, B was supposed to give and “answer.” This was not supposed
to be provisional, something that would be approximated gradually in
the process of negotiation, but rather definitive. Perhaps you can see
where I’m going: Much of actual interpersonal communication is and
needs to be more interactive, and the interactivity needs to happen at
several levels simultaneously and in “real time.” (It shouldn’t be much
slower than real time, because too many questions go unanswered in the
interval, such as “Did I annoy him with this question or statement?”
Nor should it be faster than real time lest either party feel
overwhelmed: “Oh, too much information coming at me too fast; I can’t
keep up.”)
In the post-modern world, though, whatever A might tell B becomes
problematic. First, A may be mistaken, or at least limited. There may
be more to what is involved than A can express. Second, in terms of
straight information-exchange, robots (in the form of computers and
web-search engines like Google) can often do the job quicker and better
in several ways. Getting what is needed and not having to wade through
the whole package is made available by being able to quickly scan
rather than having to listen in real time.)
Second, much of what needs to happen in the world is not packaged and
clear. Rather, it involves negotiations, compromises, dialectic with
creative new syntheses. Straight information or the whole idea of
“right answers” becomes secondary if not irrelevant. The shift occurs
from simply informing to co-creating.
Creativity is a profoundly subversive theme—at least in subverting the
implicit structures of traditional authority. To the extent that
authority (e.g., teachers, professors) identify their source of status
with what they know, to that degree this is threatened by the
accelerating flood of new information, broadening of horizons, shift of
focus and relevance, disruptive technologies, and so forth. If
authority has shifted so that it doesn’t identify with mere
information, but rather with the skills of creative improvisation,
exploration, critical thinking, and the like, then the creativity of
the students supports the authority’s status rather than undermines it.
“Right” answers are no longer the goal, but rather the sense of
dynamism in the further exploration.
Play-Drama
I’m
not
sure yet if we should call this play-drama, drama-play, explorations
through drama, or what. The point to be made here, though, is that the
process applies in many contexts: in personal and family relationships,
parenting, small groups planning an event, playing a game, in larger
groups seeking a goal, in religion, education, business, management,
team-building, personal development, recreation, therapy, and so forth.
It’s play insofar as it’s an exploration, provisional, tentative, not
merely a refined enactment. It’s also play because there’s a strong
component of parallel reassurance that the social bond is being
maintained—I like my playmates and forgive their not doing everything
perfectly, and they in turn reassure me that they like and forgive me.
This makes for greater safety which supports the emotional foundations
for creativity in the exploration.
It’s drama insofar as the vehicle of exploration is simulation,
enactment, rather than planning, drawing charts or diagrams, thinking
about, or merely talking about how a situation might be handled. Also,
the language of drama is useful:
Scene implies that it is not the final, absolute
description, but a temporary construct, the better to examine. It also
suggests action rather than mere description.
Role implies not a final, absolute description, but
something that can be modified, re-defined.
Many of the activities that open up aspects of the scene
are dramatic-like: Role reversal, soliloquy (talking to an imagined
audience about the level of thoughts that wouldn’t ordinarily be
expressed out loud or admitted in conventionally social settings),
doubling (voice-over, again a deeper level of thoughts or feelings),
exaggeration (to carry the depth of feeling), and so forth.
Let’s acknowledge that this whole essay is a wordy description of what
kids do naturally, multi-dimensionally, in the course of their
make-believe play. It’s not play with fixed rules or roles—let’s call
that “game” play. This is more imaginative or even fantasy role play.
But it’s natural and easy. The point to be made is that older teens and
grown-ups can capture and refine this natural modality for
interpersonal exploration of possibilities, using it to address a wider
range of problems:
- negotiating - trying out alternatives -
clarifying different points of view, etc.
Drama is a useful vehicle because it offers several elements:
– the parties can play the roles and feel themselves in role,
enjoy or empathize more fully with the roles, the interaction
– one can play multiple sub-roles in a fluid manner:
– in role, just learning the role,
it is understood that this is just warming-up
– backing off, actor not fully in
role, open for re-thinking how the role is to be played
– backed off further, actor not in role,
willing to get feedback about role
– out of role, as co-playwright or
co-director, wondering how else the role might be
-
thought
about,
re-formulated
-
portrayed,
with
more or less of this or that quality, intensity
– out of role as audience / critic: how
did that performance work?
-
only
partially,
was it impressive aesthetically; did it communicate
to an outside
audience, real, partial (in
the sense of being in an interactive group who want to
empathize) or imagined
audience, the depth of the predicament, the poignancy of
emotions involved? (This is a
large point of ordinary theatre.)
– the producer: Is this the right place and
time, and do we have a stage area, are there
compassionate others around?. Does anyone need to
use the toilet before proceeding with
the exploration?
Drama as theatre tends to distort the exploratory and immediate process
through script and rehearsal. The focus then becomes the impact of a
performance on the audience. This is for the most part NOT the priority
of drama-play.
Then dramaplay explores several facets:
- what does it feel like to be in this role
- what does it look like to others to see me (or
anyone) play this role
- how else can this role be played
- what would be a worse way,
better way, funnier way?
- if better, may I try out a better way a few times
until I get the hang of it?
- how can I get feedback as to how else I
could make it better
- what’s it like for the others involved in the scene
- etc.
To note again, play-drama operates relatively effortlessly as a
complex, and trying to spell it out, subject it to words, is a bit like
trying to capture a breathtaking scene in words—or trying to describe
all the elements to someone who’s blind. Words often cannot do justice
to the whole process. On the other hand, this present exercise is
useful in analyzing the components, breaking down the whole into parts
that can be identified, named. There may yet be other elements I’ve
missed, but the following may be present in play-drama or an
exploration of a given situation:
Sometimes A has a complete thought, knows what it is, and seeks to
communicate it to B. Perhaps, indeed, A wants B not only to understand
the thought, but to appreciate certain aesthetic or moral elements—not
just what it is, but also that it is important, beautiful, elegant,
funny, impressive, tragic, intimidating, or the opposite of these
qualities.
Sometimes A wants to impose not only the thought, but an agenda or
overall purpose on the situation happening at the time.
Sometimes A is willing to let B do those things and to go along with
B’s leadership.
A may be disoriented and be seeking information and help in becoming
more oriented.
B may respond to A with critical questioning or enthusiastic approval
or some mixture.
A may enjoy or be annoyed or threatened by B’s response. If enjoyed, A
may repeat or elaborate.
The aforementioned can occur in more familiar settings, in lectures,
performances, even in newspapers or journals with letters to the
editor.
More in real time, though, drama-play allows for any of the following
(often with several elements combined):
- checking out whether others are ready
- throwing out a general idea
- assessing the level of interest from others
- allowing ourselves to be guided by readiness, interest, or contrary
desires of others
- allowing our performance to be guided by feedback
- taking opportunities to re-emphasie a point, an aspect you favor, or
one you feel is being neglected
- figuratively “dancing” the dialectic (not a bad name for a dance!):
thesis, antithesis, synthesis: put out an idea, hear its problems,
accommodate the idea to include a satisfactory response to those
problems. Repeat.
- exploring responses: e.g.: “what about...; tell me more...;
yes, and...; no, but...; yes, but...;
- showing openness and even concern for feelings of others present
- demonstrating desire to give support, reassurance, comfort, and
encouragement to others
- checking to see of others feel the same, involved at the same level
of play-drama and social congeniality
(this cross-exchange of indications of positive intention, esteem for
the other, and care for the maintenance of an optimal tone in the
relationship, is the key, most important element in play-drama. In
psychotherapy it’s called the mantenance of a “therapeutic alliance.”)
- ample opportunities to take it over, try again, replay the scene
- giving others equal “room”—in terms of physical space, permission for
action, or time
- being willing to modify plans, thoughts, assumptions, phrases, in
light of others’ feedback, questions, protests
- going further with agreement or encouragement, taking it farther out,
playing the role more deeply
- expecting others to be playing along in their roles
- indicating that others should pause a moment and watch, or wait while
something is done
. . . and so forth.
Any and often all of the above may occur in the course of an
exploration, a drama-play. Activities such as psychodrama, drama
therapy sesssions, developmental transformations, sociodrama, drama in
education, and other forms of applied drama integrate this type of
multi-dimensional interactivity.
Return to
Top Comments and suggestions for
revision are welcome. Email me at adam@blatner.com