Larp theory: Difference between revisions
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'''Larp theory''' is the study of [[Live action role-playing game (LARP)|live-action roleplaying games]] as a social or artistic phenomenon. It is a subfield of role-playing game theory. | '''Larp theory''' is the study of [[Live action role-playing game (LARP)|live-action roleplaying games]] as a social or artistic phenomenon. It is a subfield of role-playing game theory. | ||
Early analysis of larp used John Kim's [[Threefold Model]], which postulated three competing creative agendas: [[Gamist]], [[Dramatist]], and [[Simulationist]].<ref>John Kim, [http://www.darkshire.net/~jhkim/rpg/theory/threefold/faq_v1.html The Threefold Model FAQ]. October 16, 1998. Retrieved 10 February 2016.</ref> This was later adopted into a larp-specific [[Three Way Model]], which highlighted [[Immersion]] by replacing the Simulationist agenda with an [[Immersionist]] one.<ref>Petter Bøckman, [http://www.darkshire.net/~jhkim/rpg/theory/threefold/faq_larp.html The Three Way Model: Revision of the Threefold Model for Scandinavian LARP]. April 2002. Retrieved 10 February 2016.</ref> Normative theories also emerged, in the form of the anti-gamist [[Dogma 99]] manifesto, and the pro-Immersion [[Manifesto of the Turku School]]. | Early analysis of larp used John Kim's [[Threefold Model]], which postulated three competing creative agendas: [[Gamist]], [[Dramatist]], and [[Simulationist]].<ref>John Kim, [http://www.darkshire.net/~jhkim/rpg/theory/threefold/faq_v1.html The Threefold Model FAQ]. October 16, 1998. Retrieved 10 February 2016.</ref> This was later adopted into a larp-specific [[Three Way Model]], which highlighted [[Immersion]] by replacing the Simulationist agenda with an [[Immersionist]] one.<ref>Petter Bøckman, [http://www.darkshire.net/~jhkim/rpg/theory/threefold/faq_larp.html The Three Way Model: Revision of the Threefold Model for Scandinavian LARP]. April 2002. Retrieved 10 February 2016.</ref> An alternative was the [[Focus of Interaction]] theory, which divided larps using a two-axis model of interaction and [[mechanics]].<ref>Mike Young (2003), "The Spectrum of LARP". In ''[[The Book of LARP]]'', Interactivities, Ink, 2003.</ref> Normative theories also emerged, in the form of the anti-gamist [[Dogma 99]] manifesto, and the pro-Immersion [[Manifesto of the Turku School]]. | ||
Later works of larp theory moved on from analysing and arguing about larp's creative agendas to a broader set of questions, such as: | Later works of larp theory moved on from analysing and arguing about larp's creative agendas to a broader set of questions, such as: | ||
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* Study and comparison of different styles of larp and different larp cultures; | * Study and comparison of different styles of larp and different larp cultures; | ||
* Ways of classifying larp; | * Ways of classifying larp; | ||
* The formation and dynamics of larp communities; | |||
* Ethics of larp, both in play and organisation; | * Ethics of larp, both in play and organisation; | ||
Larp theory is studied both as part of academic games studies courses, and at specific conferences such as [[NELCO]], [[Knutepunkt]], [[Living Games]], [[KOLA]] and [[Wyrdcon]]. | Larp theory is studied both as part of academic games studies courses, and at specific conferences such as [[NELCO]], [[Knutepunkt]], [[Living Games]], [[KOLA]] and [[Wyrdcon]]. | ||
==See also== | |||
* [[Larp manifesto]] | |||
* [[The Five Stages]] | |||
==References== | ==References== |
Revision as of 20:42, 10 January 2017
Larp theory is the study of live-action roleplaying games as a social or artistic phenomenon. It is a subfield of role-playing game theory.
Early analysis of larp used John Kim's Threefold Model, which postulated three competing creative agendas: Gamist, Dramatist, and Simulationist.[1] This was later adopted into a larp-specific Three Way Model, which highlighted Immersion by replacing the Simulationist agenda with an Immersionist one.[2] An alternative was the Focus of Interaction theory, which divided larps using a two-axis model of interaction and mechanics.[3] Normative theories also emerged, in the form of the anti-gamist Dogma 99 manifesto, and the pro-Immersion Manifesto of the Turku School.
Later works of larp theory moved on from analysing and arguing about larp's creative agendas to a broader set of questions, such as:
- The definition of larp, and the relationship between larp and larp-like activities such as (Danish) freeform gaming, pervasive games, ARGs, theatre, and educational simulation;
- Whether larp can be art;
- Analysis of key concepts of larp, such as immersion, bleed and steering;
- Study and comparison of different styles of larp and different larp cultures;
- Ways of classifying larp;
- The formation and dynamics of larp communities;
- Ethics of larp, both in play and organisation;
Larp theory is studied both as part of academic games studies courses, and at specific conferences such as NELCO, Knutepunkt, Living Games, KOLA and Wyrdcon.
See also
References
- ↑ John Kim, The Threefold Model FAQ. October 16, 1998. Retrieved 10 February 2016.
- ↑ Petter Bøckman, The Three Way Model: Revision of the Threefold Model for Scandinavian LARP. April 2002. Retrieved 10 February 2016.
- ↑ Mike Young (2003), "The Spectrum of LARP". In The Book of LARP, Interactivities, Ink, 2003.
External links
- Role-playing game theory at Wikipedia