Analysis of information sources in references of the Wikipedia article "Live action role-playing game" in English language version.
...in the pioneering freeform tournament at Canberra Games Convention '83 participating players were members of the crew of the ship 'Sarten Valador'... rather than sitting around a table... the players move about the game environment...
Nordic art larp is more about exploring a particular emotion, or taking a journey into your own psyche.
Alternate reality gaming is the most widely established subgenre of pervasive gaming, but others are evolving as well.
With ubiquitous Internet connectivity, and mobile access through cellphones or PDAs, it is possible this genre could grow into a major industry, possibly integrated with traditional activities such as history-oriented tourism, nature trail hiking, or stock market trading.
It's to the film's credit that LARPing comes across as both completely ridiculous and as a valid, constructive social outlet
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ignored (help)In 1982, Walt Frietag and some friends at Harvard University "invented" what they called "interactive literature."... Frietag called his group the "Harvard Society for Interactive Literature", which was shortened to "Society for Interactive Literature" the next year.
[The "hardcore" video gamer market] is characterized by an adolescent male sensibility that transcends physical age and embraces highly stylized graphical violence, male fantasies of power and domination, hyper-sexualized, objectified depictions of women, and rampant racial stereotyping and discrimination ... The "Geek" described by Konzack implies counter-culture, as characterized by The Lord of the Rings and Star Trek fan culture, Live-Action Role Playing Games (LARPs), MUDs and MOOs; he further points out that women are actively contributing to the third culture as both authors and participants, notably in LARPs, cosplay, fan fiction communities, as well as establishing the Game Grrls phenomenon and female fan networks. Conversely, mainstream gamer culture has been commoditized and commercialized...
While player enaction is emphasised, formal rule systems are commonly used for determination of the outcome of many character actions
Many of those with whom I spoke said that they have a number of different geeky interests, but draw the line at cosplay or live-action role-playing games (LARPs), hobbies in which players might dress in costume and act as a character... too closely resemble a child's game of "let's play pretend" to outside observers, thus standing on the less acceptable side of the divide "between the people who do these things and the people who live these things", as phrased by one of my interviewees... The LARPers may seem, as some of my interviewees would suggest, too geeky (i.e., too freely creative and immersed in media, too focused on use-value)
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: CS1 maint: others (link)In 1982, Walt Frietag and some friends at Harvard University "invented" what they called "interactive literature."... Frietag called his group the "Harvard Society for Interactive Literature", which was shortened to "Society for Interactive Literature" the next year.
...in the pioneering freeform tournament at Canberra Games Convention '83 participating players were members of the crew of the ship 'Sarten Valador'... rather than sitting around a table... the players move about the game environment...
Nordic art larp is more about exploring a particular emotion, or taking a journey into your own psyche.
Alternate reality gaming is the most widely established subgenre of pervasive gaming, but others are evolving as well.
While player enaction is emphasised, formal rule systems are commonly used for determination of the outcome of many character actions
{{cite book}}
: |work=
ignored (help){{cite web}}
: CS1 maint: others (link)[The "hardcore" video gamer market] is characterized by an adolescent male sensibility that transcends physical age and embraces highly stylized graphical violence, male fantasies of power and domination, hyper-sexualized, objectified depictions of women, and rampant racial stereotyping and discrimination ... The "Geek" described by Konzack implies counter-culture, as characterized by The Lord of the Rings and Star Trek fan culture, Live-Action Role Playing Games (LARPs), MUDs and MOOs; he further points out that women are actively contributing to the third culture as both authors and participants, notably in LARPs, cosplay, fan fiction communities, as well as establishing the Game Grrls phenomenon and female fan networks. Conversely, mainstream gamer culture has been commoditized and commercialized...
Many of those with whom I spoke said that they have a number of different geeky interests, but draw the line at cosplay or live-action role-playing games (LARPs), hobbies in which players might dress in costume and act as a character... too closely resemble a child's game of "let's play pretend" to outside observers, thus standing on the less acceptable side of the divide "between the people who do these things and the people who live these things", as phrased by one of my interviewees... The LARPers may seem, as some of my interviewees would suggest, too geeky (i.e., too freely creative and immersed in media, too focused on use-value)
It's to the film's credit that LARPing comes across as both completely ridiculous and as a valid, constructive social outlet
{{cite book}}
: CS1 maint: others (link){{cite book}}
: CS1 maint: others (link)