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Typo fixing, typos fixed: don’t → don't (3), they’re → they're, Prisoner’s → Prisoner's (2)
After a while a female voice comes from the loudspeakers. “Prisoner 0036, please enter the courtroom.” One of the prisoners goes in the other room, a similar white cube, but with a mirror hanging from the ceiling. There is a guard standing in the corner, face is covered with a black hood and sunglasses. He never speaks.
A male voice identifies itself as the Judge, and explains the prisoner needs ten points to get out. The prisoner is taken back to the cell, and another is asked into the courtroom. One by one all the prisoners go in and come back. At first they’re they're told to give points to each other. “Give two points to one of your cellmates.” “Choose five points for yourself and none for the others, or one point for everybody else but none for you.” The questions get harder and harder, and there is no right answer.
Everyone is sweating in their uniforms. People fight with each other, sometimes the Judge tells them what the others have chosen. Some lie to other prisoners about their choices. Many try to guess who built this cell and who the Judge is. The police? The government? A Japanese TV show? A psychological laboratory? Some hope of release if they manage well in this cruel game, but it is also apparent that not everyone will survive the prison.
After several hours the first player is called back in. The guard is still there, in the same spot, staring. The Judge speaks. “You have eight points. You need ten points to go free. You are given one final dilemma. You will get two points and will be set free, if you choose one of your cellmates to be killed.”
The prisoners in the cell hear the dilemma, but don’t don't hear the reply. People are anxious: could she betray them? Who will she choose?
After all the prisoners have visited the judge at least once the game can end in several ways, One possibility is that one prisoner dies, and is removed from the cell. Another is that one of the prisoners is set free. The prisoners might also refuse to cooperate, rebel and take down the guards.
[[File:Io wiki.jpg|thumb]]inside:outside was influenced by writings of Franz Kafka, Samuel Beckett, George Orwell and Jean-Paul Sartre, as well as films A Clockwork Orange (1971) and The Cube (1997). At the core of the dramaturgy of inside:outside were two dilemmas of game theory:
The Prisoner’s Prisoner's Dilemma: Two people are arrested, but there is not enough evidence against them. They are separated, and the officials offer both a deal. If one testifies against the other, the betrayer goes free and the other gets a ten-year sentence. If neither testifies, both are only sentenced to six months. If they both betray each other, they both get five years. What would you do?
Wolf’s Wolf's Dilemma: Ten people are put in separate rooms for five minutes. Everyone has a button: If nobody presses the button, everybody gets $100,000. If anybody presses the button, then everyone who did so gets $20,000, but those who didn’t didn't push, don’t don't get anything. Can you trust the strangers?
A big part of the larp were the very stylized aesthetics, including the white cube, the white overalls and an oppressive ambient soundscape. The characters were skimmed down to the bare minimum. The Cube was a strong influence on the visuals, while A Clockwork Orange affected the tone of the Judge and the monologues.

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