The street as stage: locative storytelling and digital empathy in ‘getting a job at Nikki’s place’

‘The Street as Stage’ examines the locative, augmented reality game ‘Getting a Job at Nikki’s Place’. The game serves as an interpretive case study for understanding digital media as an act of performance and as a space for cultivating digital empathy. Drawing on literature of virtual and augmented reality, performance studies, and digital empathy, the article argues that the game opens the door for a performative act of cultural witnessing. In the game, players navigate the streets of Parramore, a neighborhood in Orlando, Florida, following in the footsteps of restaurateur Nick Aiken, owner of Nikki’s Place. Their embodied movement through space becomes an encounter with layered memory and lived experience. The participatory mode of engagement positions the play as both audience and performer through the game’s use of locative triggers, visual overlays, narrative tasks, and Aiken’s voiceovers. The use of augmented reality becomes a stage for co-presence, empathy, and relational understanding. By situating the project within emerging scholarship on spatial storytelling and embodied media, the ‘The Street as Stage’ demonstrates how digital performance environments can reconfigure urban space as a medium for empathy.

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Publication Details

Journal
International Journal of Performance Arts and Digital Media
Published
2026-09-08
DOI
https://doi.org/10.1080/14794713.2026.2728729
Primary Topic
Theatre and Performance Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

The street as stage: locative storytelling and digital empathy in ‘getting a job at Nikki’s place’

Amanda Hill
International Journal of Performance Arts and Digital Media
Theatre and Performance Studies
article

The street as stage: locative storytelling and digital empathy in ‘getting a job at Nikki’s place’

Amanda Hill
article en

Abstract

‘The Street as Stage’ examines the locative, augmented reality game ‘Getting a Job at Nikki’s Place’. The game serves as an interpretive case study for understanding digital media as an act of performance and as a space for cultivating digital empathy. Drawing on literature of virtual and augmented reality, performance studies, and digital empathy, the article argues that the game opens the door for a performative act of cultural witnessing. In the game, players navigate the streets of Parramore, a neighborhood in Orlando, Florida, following in the footsteps of restaurateur Nick Aiken, owner of Nikki’s Place. Their embodied movement through space becomes an encounter with layered memory and lived experience. The participatory mode of engagement positions the play as both audience and performer through the game’s use of locative triggers, visual overlays, narrative tasks, and Aiken’s voiceovers. The use of augmented reality becomes a stage for co-presence, empathy, and relational understanding. By situating the project within emerging scholarship on spatial storytelling and embodied media, the ‘The Street as Stage’ demonstrates how digital performance environments can reconfigure urban space as a medium for empathy.

International Journal of Performance Arts and Digital Media
Adams State University (US)
Sustainable cities and communities
Openalex Percentile: Top 1%
Theatre and Performance Studies
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