Author: David Simkins
Publisher: McFarland
ISBN: 1476617309
Category : Games & Activities
Languages : en
Pages : 327
Book Description
This ethnography of a live-action role play (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.
The Arts of LARP
Author: David Simkins
Publisher: McFarland
ISBN: 1476617309
Category : Games & Activities
Languages : en
Pages : 327
Book Description
This ethnography of a live-action role play (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.
Publisher: McFarland
ISBN: 1476617309
Category : Games & Activities
Languages : en
Pages : 327
Book Description
This ethnography of a live-action role play (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.
Leaving Mundania
Author: Lizzie Stark
Publisher: Chicago Review Press
ISBN: 1613740670
Category : Games & Activities
Languages : en
Pages : 274
Book Description
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.
Publisher: Chicago Review Press
ISBN: 1613740670
Category : Games & Activities
Languages : en
Pages : 274
Book Description
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.
Nordic Larp
Author:
Publisher:
ISBN: 9789163378560
Category : Acting games
Languages : en
Pages : 315
Book Description
Publisher:
ISBN: 9789163378560
Category : Acting games
Languages : en
Pages : 315
Book Description
The Foundation Stone of Nordic Larp
Author: Eleanor Saitta
Publisher: Knutpunkt
ISBN: 9163745666
Category :
Languages : en
Pages : 318
Book Description
Official book of Knutpunkt 2014. Published in conjunction with the Knutpunkt 2014 conference.
Publisher: Knutpunkt
ISBN: 9163745666
Category :
Languages : en
Pages : 318
Book Description
Official book of Knutpunkt 2014. Published in conjunction with the Knutpunkt 2014 conference.
Role-play as a Heritage Practice
Author: Michal Mochocki
Publisher: Routledge
ISBN: 1000367649
Category : Art
Languages : en
Pages : 305
Book Description
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
Publisher: Routledge
ISBN: 1000367649
Category : Art
Languages : en
Pages : 305
Book Description
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
The Cutting Edge of Nordic Larp
Author: Jon Back
Publisher: Knutpunkt
ISBN: 9163752182
Category :
Languages : en
Pages : 200
Book Description
Official book of Knutpunkt 2014. Published in conjunc- tion with the Knutpunkt 2014 conference.
Publisher: Knutpunkt
ISBN: 9163752182
Category :
Languages : en
Pages : 200
Book Description
Official book of Knutpunkt 2014. Published in conjunc- tion with the Knutpunkt 2014 conference.
Immersive Gameplay
Author: Evan Torner
Publisher: McFarland
ISBN: 0786492376
Category : Games & Activities
Languages : en
Pages : 231
Book Description
This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.
Publisher: McFarland
ISBN: 0786492376
Category : Games & Activities
Languages : en
Pages : 231
Book Description
This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.
Beyond Role and Play
Author: Markus Montola
Publisher:
ISBN:
Category : Fantasy games
Languages : en
Pages : 324
Book Description
Publisher:
ISBN:
Category : Fantasy games
Languages : en
Pages : 324
Book Description
As Larp Grows Up
Author:
Publisher:
ISBN: 9788798937708
Category :
Languages : en
Pages : 187
Book Description
Publisher:
ISBN: 9788798937708
Category :
Languages : en
Pages : 187
Book Description
Simulation and Gaming in the Network Society
Author: Toshiyuki Kaneda
Publisher: Springer
ISBN: 9811005753
Category : Mathematics
Languages : en
Pages : 466
Book Description
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
Publisher: Springer
ISBN: 9811005753
Category : Mathematics
Languages : en
Pages : 466
Book Description
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.