Prosopopeia: experiences from a pervasive Larp

Prosopopeia: experiences from a pervasive Larp
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Prosopopeia:无处不在的 Larp 的经历

DOI:
10.1145/1178823.1178850
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发表时间:
2006
期刊:
影响因子:
20.3
通讯作者:
Martin Ericsson
Martin Ericsson
中科院分区:
医学1区
文献类型:
--
作者:
S. Jonsson;M. Montola;Annika Wærn;Martin Ericsson

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真人角色扮演,拉普,是一种游戏流派,到目前为止还没有得到游戏研究界的关注。然而,Live action角色扮演社区可能是所有社区中最有趣的角色扮演社区,因为它非常专注于角色扮演、即兴表演和沉浸。此外,Larping还被广泛用于严肃的目的,包括危机训练和心理治疗。在本文中,我们关注的是在现实世界中上演的无处不在的Larp事件,在现实世界中,人和对象在游戏中都有直接的作用。这是拉平的一个相对新颖的变体,与传统拉平相比,拉平对技术支持提出了更高的要求。我们报告了设计和举办Prosopeia的经验,Prosopeia是一个基于另一种现实美学的无处不在的Larp活动。在这款游戏中,每一次设计选择都是为了让游戏尽可能接近现实。我们的结论是,这种方法确实是可能的,也是有希望的,并确定了一些改进建议。
Live action role playing, Larp, is a play genre that so far has received little attention from the game studies community. However, the Live action role playing community is perhaps the most interesting role play community of all in its intense focus on role-taking, improvisation, and immersion. Furthermore, Larping has been extensively used for serious purposes, both for crisis training and psychological treatment.In this paper, we focus on Pervasive Larp, Larp events that are staged in the real world and where both the people and the objects of the real world have a direct role in the game. This is a relatively novel variant of Larping, which poses higher demands on technology support than traditional Larps. We report on the experiences from designing and staging Prosopopeia, a pervasive Larp event based on an alternate reality aesthetics. In this game, every design choice was informed by the wish to keep the game as close to reality as possible. We conclude that the approach is indeed both possible and promising, and identify some suggestions for improvements.