<P> Several Nick Jr. shows such as Blue's Clues, Team Umizoomi, and Dora the Explorer as well as a few non-Nick Jr. cartoons had characters talking to the child watching the show and encouraging them to participate in the story, some shows used a child viewer voice calling the answer while some shows didn't use a voice at all, some of their shows though, such as the shows they distribute from Nelvana Limited, don't use the fourth wall breaks . </P> <P> The Netflix series A Series of Unfortunate Events, based on the Daniel Handler's book series of the same name, incorporates some of the narrative elements from the books by having Lemony Snicket as a narrator character (played by Patrick Warburton) speaking directly to the television viewer that frequently breaks the fourth wall to explain various literary wordplay that was included in the books . </P> <P> Given their interactive nature, nearly all video games break the fourth wall by asking for the player's participation . But beyond the obvious ways in which video games break the fourth wall (e.g. by having UI elements on the screen, etc .), there are several other ways that games have done this . These can include having the character face the direction of the player / screen, having a self - aware character that recognizes that they are in a video game, or having secret or bonus content set outside the game's narrative that can either extend the game world (such as with the use of false documents) or provide "behind the scenes" type content . But since video games are inherently much more interactive than traditional films and literature, defining what truly breaks the fourth wall in the video game medium becomes difficult . </P> <P> Steven Conway, writing for Gamasutra, suggests that in video games, many purported examples of breaking the fourth wall are actually better understood as relocations of the fourth wall or expansions of the "magic circle" (the fictional game world) to encompass the player . This is in contrast to traditional fourth wall breaks, which break the audience's illusion or suspension of disbelief, by acknowledging them directly . Conway argues that this expansion of the magic circle in video games actually serves to more fully immerse a player into the fictional world rather than take the viewer out of the fictional world, as is more common in traditional fourth wall breaks . An example of this expansion of the magic circle can be found in the game Evidence: The Last Ritual, in which the player receives an in - game email at their real - life email address and must visit out - of - game websites to solve some of the puzzles in the game . Other games may expand the magic circle to include the game's hardware . For example, X-Men for the Mega Drive / Genesis required players to reset their game console at a certain point to reset the X-Men's in - game Hazard Room, while Metal Gear Solid asked the player to put the DualShock controller on their neck to simulate a back massage being given in - game . </P>

Who is credited as being the first actor to speak to the audience alone