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G|A|M|E – The Italian Journal of Game Studies
The study frames the event as a space where audiences actively perform within the film rather than simply watch it.
Kennedy and Atkinson's 2015 study examines Secret Cinema's immersive staging of Back to the Future as a hybrid form that combines film, game, and theatre. Its central thesis is that the event constitutes a ludic, participatory cinematic space in which audiences do not simply watch a film but actively perform within it. The authors draw on mixed methods, including participant observation and pre- and post-event questionnaires with 70 participants, to show how the experience is shaped as much by play as by viewing.
The study's evidence centres on how the event is constructed and experienced. Pre-event preparations, such as in-fiction websites, assigned identities, and costume instructions, combined with on-site navigation of a recreated Hill Valley, encouraged roleplay and cosplay-like behaviour. Participants described the experience as "live" and "in character." Commercial scale supports the analysis, with roughly 42,000 tickets sold in four hours and around 80,000 overall. The authors interpret play as taking several forms at once, including roleplay quests, sandbox exploration, and emergent interaction, and they apply Caillois's categories of mimicry and ilinx to explain the sensations involved.
The authors further argue that the event's aesthetic mirrors the self-referential postmodernism of the films. Its blending of 1950s, 1980s, and 2010s styles, along with visible production artifice such as out-of-sync dialogue, stunt doubles, and continuity errors, is read as an expression of that sensibility. Such a space is "lusory," requiring participants to be willing to play "as if."
The study's broader conclusion is that the Sleep Cinema and Secret Cinema events represent a liminal, interstitial form in which a highly literate, fan-savvy audience plays its way through the work. This produces a "dramatic community" and reflects the ludification of culture and the growing influence of game aesthetics on cinematic spectatorship. The authors contend that integrating film theory with play theory extends textual analysis and call for a new critical vocabulary as games become more cinematic and cinema more game-like.
DiGRA · 2026