We know that objects shape thought, as bearers of meaning and as the focal points of memory. Our question as artists and larpwrights was how those objects might affect the act of thinking itself. From this initial thought, we developed the notion of Living Objects — elements created to cause people to have strange new ideas and awaken thoughts beyond those prompted by reason alone — and sought to employ them in the micro role-playing games we presented to people in Rio de Janeiro in order to stimulate such an exploration of fantasy, desire, and daydreaming. The theoretical underpinning of our work relies upon the recovery of wonder discussed by critics like Kareem, Brain, and others. Within this endeavor, we presented Living Objects as fragments that provide a joke (witz). Witz is a concept explored by the Jena Romantic philosophers, in which poetic fragments of words influence thought or cause strangeness in normal ways of thinking, and cause derangement in the current logic. With this, they enable new creative paths for imagination.
In doing so, we drew upon the cultural heritage of the city of Rio de Janeiro, especially the art of Bispo do Rosário, who produced a number of distinctive artistic objects during the decades that he was a patient in a psychiatric hospital. And in this work, we focus especially on a piece called “The Presentation Cloak.”
These objects are central elements of micro role-playing games that we createdto encourage people to experience the stories linked to the life of Bispo do Rosário and the spaces he imagined about Rio de Janeiro. These games also inspired the participants to create stories from these objects, realizing how the influence of these elements stimulates imagination, belief in wonder, and immersion in the cultural universe created by Bispo do Rosário.
我们知道,作为意义的承担者和记忆的焦点,物体塑造了思想。作为艺术家和画家,我们的问题是这些物品如何影响思考本身的行为。从这个最初的想法出发,我们发展了“生活对象”的概念——创造这些元素是为了让人们产生奇怪的新想法,唤醒人们的想法,而不仅仅是由理性推动的——并试图将它们运用到我们向里约热内卢的人们展示的微型角色扮演游戏中,以激发人们对幻想、欲望和白日梦的探索。我们工作的理论基础依赖于像Kareem, Brain等评论家所讨论的奇迹的恢复。在这一努力中,我们将Living Objects呈现为提供笑话的碎片(witz)。维茨是耶拿浪漫主义哲学家探索的一个概念,在这个概念中,诗意的文字片段影响思想或使正常的思维方式产生陌生感,并导致当前逻辑的混乱。有了这个,他们为想象力开辟了新的创造性道路。
在这样做的过程中,我们借鉴了里约热内卢市的文化遗产,特别是Bispo do Rosário的艺术,他在精神病院住院的几十年里创作了许多独特的艺术品。在这个作品中,我们特别关注一件叫做“Presentation Cloak”的作品
这些物品是我们创造的微角色扮演游戏的核心元素,鼓励人们体验与Bispo do Rosário的生活和他想象的里约热内卢空间有关的故事。这些游戏还激发了参与者用这些物品创作故事,意识到这些元素的影响如何激发想象力,对奇迹的信仰,并沉浸在Bispo do Rosário创造的文化宇宙中。
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 In doing so, we drew upon the cultural heritage of the city of Rio de Janeiro, especially the art of Bispo do Rosário, who produced a number of distinctive artistic objects during the decades that he was a patient in a psychiatric hospital. And in this work, we focus especially on a piece called “The Presentation Cloak.”
 These objects are central elements of micro role-playing games that we createdto encourage people to experience the stories linked to the life of Bispo do Rosário and the spaces he imagined about Rio de Janeiro. These games also inspired the participants to create stories from these objects, realizing how the influence of these elements stimulates imagination, belief in wonder, and immersion in the cultural universe created by Bispo do Rosário.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"208 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Queer experience has, until very recently, been invisible or significantly misrepresented in cultural and scholarly fields of record including history, sociology, and ethnography. Self-recording of our lives, communities, and culture has occurred almost exclusively through non-formal means. Queer heritage has seen recent scholarly study of these non-formal means in the form of archives of oral histories, ephemera, and ethnographies. This work emphasises the critical role safer community, social, and performance spaces play in containing, creating, and disseminating queer histories and heritage. Despite this increased visibility, the need for more grassroots expressions of nonnormative genders and sexualities remains crucial for queer people to find support.
As part of my wider work exploring the potential live action role-playing games (larps) might have for the exploration of gender subjectivity through play, in this paper I suggest that larps can also provide a space to document, disseminate, and educate on queer experience, history, and culture. Larp is a democratic form of expression that does not require performance skill or training, but rather allows people to experience empowerment, including for those who come from marginalized backgrounds, i.e., through emancipatory bleed (Kemper 2020; Baird 2021; Cazeneuve 2021). Larp has on occasion been used for non-formal education on queer history, such as in the larp Just a Little Lovin’ (2011) about the HIV/AIDS crisis in the 1980s, which includes educational workshops and debriefs on notable historical and cultural themes (Groth, Grasmo, and Edland 2022). Larp used this way is not dissimilar to the way queer social and performance space has been co-created as a container for both meaning-making and heritage for LGBTQIA+ people. On this basis, I argue that game design that seeks to reflect and represent this kind of queer cultural production in social and performance spaces may allow for the non-formal education on LGBTQIA+ lives and heritage, as well as opportunities for personal (gender) expression, exploration, and embodiment.
直到最近,酷儿经历在包括历史、社会学和人种学在内的文化和学术记录领域都被忽视或严重歪曲。我们的生活、社区和文化的自我记录几乎完全是通过非正式的方式发生的。最近,酷儿遗产的学术研究以口述历史档案、蜉蝣和民族志的形式,对这些非正式的手段进行了研究。这项工作强调了更安全的社区、社会和表演空间在包容、创造和传播酷儿历史和遗产方面所起的关键作用。尽管越来越多的人看到了这一点,但对于酷儿群体来说,需要更多的非规范性别和性行为的草根表达来获得支持仍然是至关重要的。
作为我探索真人角色扮演游戏(larps)可能通过游戏探索性别主体性的可能性的更广泛工作的一部分,我在本文中建议larps也可以提供一个记录、传播和教育酷儿经历、历史和文化的空间。Larp是一种民主的表达形式,不需要表演技巧或培训,而是让人们体验赋权,包括那些来自边缘背景的人,即通过解放流血(Kemper 2020;Baird 2021;Cazeneuve 2021)。Larp有时也被用于酷儿历史的非正式教育,比如关于20世纪80年代艾滋病毒/艾滋病危机的Larp《Just a Little love》(2011),其中包括关于著名历史和文化主题的教育研讨会和汇报(Groth, Grasmo, and Edland 2022)。Larp使用这种方式与酷儿社会和表演空间共同创造的方式并没有什么不同,它是LGBTQIA+人群的意义制造和遗产的容器。在此基础上,我认为,在社交和表演空间中反映和表现这种酷儿文化产品的游戏设计可能会允许对LGBTQIA+的生活和遗产进行非正式教育,以及个人(性别)表达、探索和体现的机会。
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 As part of my wider work exploring the potential live action role-playing games (larps) might have for the exploration of gender subjectivity through play, in this paper I suggest that larps can also provide a space to document, disseminate, and educate on queer experience, history, and culture. Larp is a democratic form of expression that does not require performance skill or training, but rather allows people to experience empowerment, including for those who come from marginalized backgrounds, i.e., through emancipatory bleed (Kemper 2020; Baird 2021; Cazeneuve 2021). Larp has on occasion been used for non-formal education on queer history, such as in the larp Just a Little Lovin’ (2011) about the HIV/AIDS crisis in the 1980s, which includes educational workshops and debriefs on notable historical and cultural themes (Groth, Grasmo, and Edland 2022). Larp used this way is not dissimilar to the way queer social and performance space has been co-created as a container for both meaning-making and heritage for LGBTQIA+ people. On this basis, I argue that game design that seeks to reflect and represent this kind of queer cultural production in social and performance spaces may allow for the non-formal education on LGBTQIA+ lives and heritage, as well as opportunities for personal (gender) expression, exploration, and embodiment.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063368","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sarah Lynne Bowman, Evan Torner, William J. White, Mohamad Rabah, Weronika Szatkowska, Tadeu Rodrigues Iuama, Rian Rezende, Denise Portinari, Yuqiao Liu, Bálint Márk Turi, Mátyás Hartyándi, Josephine Baird, Hilda Levin, Henry Korkeila, J. Tuomas Harviainen
IJRP 14: Full Issue
Table of Contents
Evan Torner, Sarah Lynne Bowman, and William J. White -- "Editorial: Transformative Play Seminar 2022: Role-playing, Heritage, and Culture"
This special issue is the second of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022.
"Statement by Mohamad Rabah"
The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression.
Weronika Szatkowska, "The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis"
This article presents a case study of a serious role-play game called The People. The game was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists.
Tadeu Rodrigues Iuama, "Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes"
This article reflects on larp using the concept of anthropophagy. The metaphor, created by Oswald de Andrade in 1928 in Brazil, is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other.
Rian Rezende and Denise Portinari -- "Playing with Wonders: Objects, Role-Playing Games, and the Cultural Legacy of Bispo do Rosário for the City of Rio de Janeiro"
This work focuses on an art object called “The Presentation Cloak.” The cloak forms a central element of micro role-playing games created to encourage people to experience stories linked to Brazilian cultural heritage.
Yuqiao Liu --"Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps"
Using case studies from MMORPGs and Jubensha, this article explores the great potential role-playing games have to promote the learning of intangible cultural expres sions and traditions of China and make them available to a wider public.
Bálint Márk Turi and Mátyás Hartyándi -- "Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978"
This article analyzes various sources to determine what forms of transformative play were present at the Bánk vacation program in Hungary (1938-1978). The authors discuss the program as a unique heritage of educational role-playing.
Evan Torner -- "Jeppe and Maria Bergmann Ham-ming’s Literary-Musical Larp Adaptations"
This article addresses analog RPG authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming. The larps bear a unique signature, using aesthetic idealism and high culture to explore
IJRP 14:全期
目录
Evan Torner, Sarah Lynne Bowman和William J. White—“社论:变革游戏研讨会2022:角色扮演,遗产和文化”
本期特刊是两部分系列文章的第二部分,收集了2022年10月20日至21日在瑞典维斯比的乌普萨拉大学哥特兰校区举行的“变革游戏倡议研讨会”上发表的短文。“穆罕默德·拉巴声明”
这份声明揭示了为什么来自巴勒斯坦的主讲人无法参加维斯比的研讨会,原因是瑞典驻以色列大使馆迟迟没有批准他的签证。声明强调了游戏作为给幼儿带来希望的工具的重要性,但也强调了它在面对压迫时的局限性。Weronika Szatkowska,《The People:一款旨在解决人道主义危机的严肃角色扮演游戏》
本文将呈现一款名为《The People》的严肃角色扮演游戏的案例研究。这款游戏是为了应对波兰-白俄罗斯边境的移民危机,与一群积极参与的研究人员和活动团体合作开发的。Tadeu Rodrigues Iuama,“走向后现代艺术周:巴西Larp场景中的食人反应”
本文运用“食人”的概念对larp进行反思。这个隐喻由奥斯瓦尔德·德·安德拉德(Oswald de Andrade)于1928年在巴西创造,其特点是对文化霸权场所的去等级化和对他者的批判性消化。Rian Rezende和Denise Portinari—“玩奇迹:物品,角色扮演游戏和Bispo do Rosário的文化遗产为里约热内卢市”
这件作品的重点是一件名为“呈现斗篷”的艺术品。斗篷是微角色扮演游戏的核心元素,旨在鼓励人们体验与巴西文化遗产有关的故事。刘玉乔-“在角色扮演游戏中体验中国非物质文化遗产:mmorpg与Larps的比较研究”
本文通过mmorpg和聚本沙的案例研究,探讨了角色扮演游戏在促进学习中国非物质文化表达和传统方面的巨大潜力,并将其推广给更广泛的公众。
Bálint Márk Turi和Mátyás Hartyándi—“玩虚拟的“我”:1938-1978年匈牙利教育角色扮演的早期形式”
本文分析了各种来源,以确定在匈牙利(1938-1978)的Bánk假期计划中存在哪些形式的变革性游戏。作者将该节目视为教育角色扮演的独特遗产。
埃文·托纳——《杰佩和玛丽亚·伯格曼·哈姆明的文学-音乐改编》
本文通过分析Jeppe和Maria Bergmann Hamming的三款基于音乐的黑盒游戏来阐述模拟RPG的作者身份。larps具有独特的标志,用审美理想主义和高雅文化来探索颓废和堕落的主题。
Josephine Baird—“Larp作为非正式酷儿文化遗产的潜在空间”
本文认为,在社会和表演空间中,寻求反映和表现酷儿文化生产的larp设计可能允许对LGBTQIA+的生活和遗产进行非正式教育,以及个人(性别)的表达、探索和体现。
Hilda Levin—“通过角色扮演架起历史与现代酷儿社区的桥梁”
本文认为,在larp的肯定空间中,发挥可能被压抑的酷儿人格特质可以为个人成长和社区建设提供机会。这种影响在元反射和整合中尤其可能发生。
Henry Korkeila和J. Tuomas Harviainen—“当代角色扮演游戏平台中的游戏资本”
本研究探讨了大型多人在线角色扮演游戏(mmorpg)和《地下城》中游戏资本的形成。龙(1974),强调信息流和社会空间的观点。
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 Table of Contents
 Evan Torner, Sarah Lynne Bowman, and William J. White -- \"Editorial: Transformative Play Seminar 2022: Role-playing, Heritage, and Culture\"
 This special issue is the second of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022.
 \"Statement by Mohamad Rabah\"
 The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression.
 Weronika Szatkowska, \"The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis\"
 This article presents a case study of a serious role-play game called The People. The game was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists.
 Tadeu Rodrigues Iuama, \"Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes\"
 This article reflects on larp using the concept of anthropophagy. The metaphor, created by Oswald de Andrade in 1928 in Brazil, is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other.
 Rian Rezende and Denise Portinari -- \"Playing with Wonders: Objects, Role-Playing Games, and the Cultural Legacy of Bispo do Rosário for the City of Rio de Janeiro\"
 This work focuses on an art object called “The Presentation Cloak.” The cloak forms a central element of micro role-playing games created to encourage people to experience stories linked to Brazilian cultural heritage.
 Yuqiao Liu --\"Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps\"
 Using case studies from MMORPGs and Jubensha, this article explores the great potential role-playing games have to promote the learning of intangible cultural expres sions and traditions of China and make them available to a wider public.
 Bálint Márk Turi and Mátyás Hartyándi -- \"Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978\"
 This article analyzes various sources to determine what forms of transformative play were present at the Bánk vacation program in Hungary (1938-1978). The authors discuss the program as a unique heritage of educational role-playing.
 Evan Torner -- \"Jeppe and Maria Bergmann Ham-ming’s Literary-Musical Larp Adaptations\"
 This article addresses analog RPG authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming. The larps bear a unique signature, using aesthetic idealism and high culture to explore ","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The Brazilian Modern Art Week of 1922, a milestone in the Brazilian artistic avant-garde, completed its centenary last year. The intention of this text is to reflect on larp using the concept of anthropophagy: a cultural metaphor created by Oswald de Andrade, one of the members of the Art Week. Anthropophagy is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other. Andrade’s reflections crossed time: they influenced literature, theater, painting, cinema and music, to name a few. Applied to larps, the concept of anthropophagy is discussed from the point of view of the communicology of Vilém Flusser, who was also influenced by Andrade’s thought. Finally, this essay seeks to reveal larp’s resonance with the Theatre of the Oppressed, proposed by Augusto Boal – also one of those influenced by anthropophagic thinking. With this resonance, I seek to highlight the transformative potential of anthropophagy, here considered inherent to larps, interpreting one Brazilian larp as a case study. Although this essay does not commit the naivety of treating larp as a panacea, its ultimate intention is to highlight the dialogical and social character of larps, as well as their potential to challenge power structures.
1922年的巴西现代艺术周(Brazilian Modern Art Week)是巴西前卫艺术的一个里程碑,去年迎来了它的百年诞辰。这篇文章的目的是用“拟人”的概念来反思larp:一个由艺术周成员之一的Oswald de Andrade创造的文化隐喻。食人者的特点是对文化霸权场所的去等级化和对他者的批判性消化。安德拉德的思考跨越了时间:它们影响了文学、戏剧、绘画、电影和音乐,仅举几例。从同样受到安德拉德思想影响的维尔姆·弗卢瑟的传播学角度出发,对食人者的概念进行了应用于larps的探讨。最后,本文试图揭示拉普与奥古斯托·波尔(Augusto Boal)提出的“被压迫者剧场”的共鸣,后者也是受食人思想影响的剧场之一。有了这种共鸣,我试图强调食人的变革潜力,这里被认为是larps固有的,解释一个巴西larp作为一个案例研究。虽然这篇文章并没有天真地把larps当作灵丹妙药,但它的最终目的是突出larps的对话和社会特征,以及它们挑战权力结构的潜力。
{"title":"Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes","authors":"Tadeu Rodrigues Iuama","doi":"10.33063/ijrp.vi14.353","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.353","url":null,"abstract":"The Brazilian Modern Art Week of 1922, a milestone in the Brazilian artistic avant-garde, completed its centenary last year. The intention of this text is to reflect on larp using the concept of anthropophagy: a cultural metaphor created by Oswald de Andrade, one of the members of the Art Week. Anthropophagy is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other. Andrade’s reflections crossed time: they influenced literature, theater, painting, cinema and music, to name a few. Applied to larps, the concept of anthropophagy is discussed from the point of view of the communicology of Vilém Flusser, who was also influenced by Andrade’s thought. Finally, this essay seeks to reveal larp’s resonance with the Theatre of the Oppressed, proposed by Augusto Boal – also one of those influenced by anthropophagic thinking. With this resonance, I seek to highlight the transformative potential of anthropophagy, here considered inherent to larps, interpreting one Brazilian larp as a case study. Although this essay does not commit the naivety of treating larp as a panacea, its ultimate intention is to highlight the dialogical and social character of larps, as well as their potential to challenge power structures.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063361","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital, and where social capital would influence the transformation of knowledge to gaming capital. The discussion about gaming capital has been more about what it is, and what can be or cannot be gaming capital, but what steers gaming capital as an entity at their disposal has not been studied enough yet. The world of gaming has moved massively forwards in fifteen years, and the whole concept of what “gaming” is has subsequently changed, not only within the online multiplayer video game scene, but within analogue role-playing games too. Both mediums have their ways of accumulating and spending capital, and not everything is different in terms of gaming capital. Therefore, this study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974) through information flow and social space perspectives.
{"title":"Gaming Capital in Contemporary Role-playing Game Platforms","authors":"Henry Korkeila, J. Tuomas Harviainen","doi":"10.33063/ijrp.vi14.360","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.360","url":null,"abstract":"Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital, and where social capital would influence the transformation of knowledge to gaming capital. The discussion about gaming capital has been more about what it is, and what can be or cannot be gaming capital, but what steers gaming capital as an entity at their disposal has not been studied enough yet. The world of gaming has moved massively forwards in fifteen years, and the whole concept of what “gaming” is has subsequently changed, not only within the online multiplayer video game scene, but within analogue role-playing games too. Both mediums have their ways of accumulating and spending capital, and not everything is different in terms of gaming capital. Therefore, this study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974) through information flow and social space perspectives.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article addresses the question of analog role-playing game authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming: Sarabande (2013), Deranged (2015), and Encore (2022). The Bergmann Hammings’ work over time bears their unique signature, using aesthetic idealism and high culture to explore issues of character decadence and downfall. With the increasing use of role-playing games to convey history and heritage, the Bergmann Hammings’ design patterns both evince a particular interpretation of that history and also demonstrate how future designers might generally adapt such material into role-playable forms.
{"title":"Jeppe and Maria Bergmann Hamming’s Literary-Musical Larp Adaptations","authors":"Evan Torner","doi":"10.33063/ijrp.vi14.356","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.356","url":null,"abstract":"This article addresses the question of analog role-playing game authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming: Sarabande (2013), Deranged (2015), and Encore (2022). The Bergmann Hammings’ work over time bears their unique signature, using aesthetic idealism and high culture to explore issues of character decadence and downfall. With the increasing use of role-playing games to convey history and heritage, the Bergmann Hammings’ design patterns both evince a particular interpretation of that history and also demonstrate how future designers might generally adapt such material into role-playable forms.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"349 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135106637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression.
{"title":"Statement by Mohamad Rabah","authors":"Mohamad Rabah","doi":"10.33063/ijrp.vi14.351","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.351","url":null,"abstract":"The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Just a Little Lovin’ (JaLL), a live action role-playing (larp) portraying queer lives in the face of the HIV/AIDS crisis, provides an example of how a larp might connect participants to historical communities (Baird 2023). This connection may serve as a catalyst for an ongoing bond that might foster personal growth as well as present-day community building. There are many reports on the impact that the larp has had on the participants on a personal level (Baird 2021; Bowman 2015; Friedner 2022; Gronemann ed. 2013; Groth et al. 2021; Levin 2019, Stenros 2021; Stenros and Sihvonen 2019). Through the lens of emerging theories on transformational role-playing, new perspectives arise that enlighten these experiences further. Taking into consideration metareflection (Levin 2020), transformational containers (Baird 2021; Bowman and Hugaas 2021), and different types of bleed (Bowman and Hugaas 2021; Kemper 2020), this article discusses what we might learn from role-playing queer history. I argue that in the affirmative space of the larp, playing queer personality traits that might have been suppressed has offered personal growth through emotional (Bowman and Hugaas 2021), emancipatory (Kemper 2020), and ego bleed (Beltrán 2012). However, continued development of marginalized personality traits might require extended integration work, for which post larp practices are just emerging. Through the feeling of belonging to historical queer movements that JaLL offers, participants have been spurred to reach out to queer communities of the present-day, and have also built their own queer communities, both of which may support prolonged integration and development processes. These perspectives might aid in a continued development on post-larp integration practices and community building, as well as open up the possibility for other marginalized groups and historical movements to consider how they might benefit from their own bespoke larps.
《Just a Little love》(JaLL)是一部真人角色扮演电影,讲述了面对艾滋病毒/艾滋病危机的酷儿生活,它提供了一个例子,说明了larp如何将参与者与历史社区联系起来(Baird 2023)。这种联系可能会成为一种持续联系的催化剂,这种联系可能会促进个人成长以及当今的社区建设。有很多关于larp在个人层面上对参与者产生影响的报道(Baird 2021;鲍曼2015;Friedner 2022;Gronemann等,2013;growth等人,2021;Levin 2019, Stenros 2021;Stenros and Sihvonen 2019)。通过新兴的角色扮演转型理论的镜头,新的视角出现,进一步启发这些经验。考虑到元反射(Levin 2020),转换容器(Baird 2021;Bowman and Hugaas 2021),以及不同类型的出血(Bowman and Hugaas 2021;Kemper 2020),这篇文章讨论了我们可以从角色扮演酷儿的历史中学到什么。我认为,在larp的肯定空间中,扮演可能被压抑的酷儿性格特征,通过情感(Bowman和Hugaas 2021),解放(Kemper 2020)和自我流血(Beltrán 2012)提供了个人成长。然而,边缘化人格特征的持续发展可能需要扩展整合工作,这方面的后larp实践刚刚出现。通过JaLL提供的对历史酷儿运动的归属感,参与者被激励去接触当今的酷儿社区,并建立自己的酷儿社区,这两者都可以支持长期的融合和发展过程。这些观点可能有助于后larp融合实践和社区建设的持续发展,也为其他边缘化群体和历史运动开辟了可能性,让他们考虑如何从自己定制的larp中受益。
{"title":"Bridging Historical and Present-Day Queer Community Through Embodied Role-playing","authors":"Hilda Levin","doi":"10.33063/ijrp.vi14.359","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.359","url":null,"abstract":"Just a Little Lovin’ (JaLL), a live action role-playing (larp) portraying queer lives in the face of the HIV/AIDS crisis, provides an example of how a larp might connect participants to historical communities (Baird 2023). This connection may serve as a catalyst for an ongoing bond that might foster personal growth as well as present-day community building. There are many reports on the impact that the larp has had on the participants on a personal level (Baird 2021; Bowman 2015; Friedner 2022; Gronemann ed. 2013; Groth et al. 2021; Levin 2019, Stenros 2021; Stenros and Sihvonen 2019). Through the lens of emerging theories on transformational role-playing, new perspectives arise that enlighten these experiences further. Taking into consideration metareflection (Levin 2020), transformational containers (Baird 2021; Bowman and Hugaas 2021), and different types of bleed (Bowman and Hugaas 2021; Kemper 2020), this article discusses what we might learn from role-playing queer history. I argue that in the affirmative space of the larp, playing queer personality traits that might have been suppressed has offered personal growth through emotional (Bowman and Hugaas 2021), emancipatory (Kemper 2020), and ego bleed (Beltrán 2012). However, continued development of marginalized personality traits might require extended integration work, for which post larp practices are just emerging. Through the feeling of belonging to historical queer movements that JaLL offers, participants have been spurred to reach out to queer communities of the present-day, and have also built their own queer communities, both of which may support prolonged integration and development processes. These perspectives might aid in a continued development on post-larp integration practices and community building, as well as open up the possibility for other marginalized groups and historical movements to consider how they might benefit from their own bespoke larps.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this article, I present a case study of the serious role-play game The People, which was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists. The game combines elements of role-playing, a board game, and cards to present the complexity of the situation in the Emergency State Zone on the Polish-Belarusian border, especially on the practical, social, and institutional levels. The purpose of the tool is to raise the participants’ awareness of the current situation and to enhance an active search for solutions to the crisis.
The game enables participants to adopt a perspective of a border zone resident or a refugee, and ultimately modify the rules governing the world to make it fairer. Providing the participants with agency to reconstruct the game environment during the debriefing made it possible to generate numerous possible solutions at the level of direct interventions; e.g., providing shelters in forests, training residents in first aid; legal, e.g., access by doctors and media, allowing humanitarian organizations; and executive, e.g., more effective enforcement of European law. Also, the exposure to goals inconsistent with personal views under significant immersion evokes various strategies to deal with the clash, including passive agreement, rationalization, gentle disagreement, and extreme disagreement. Such a game can inspire a positive change in the level of participants’ understanding, interesting solutions, activist attitudes, and empathy towards asylum seekers. However, the game can also expose the dangerous, existing mechanisms that pose a challenge to society, and what should be monitored and possibly mitigated in the future.
{"title":"The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis","authors":"Weronika Szatkowska","doi":"10.33063/ijrp.vi14.352","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.352","url":null,"abstract":"In this article, I present a case study of the serious role-play game The People, which was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists. The game combines elements of role-playing, a board game, and cards to present the complexity of the situation in the Emergency State Zone on the Polish-Belarusian border, especially on the practical, social, and institutional levels. The purpose of the tool is to raise the participants’ awareness of the current situation and to enhance an active search for solutions to the crisis.
 The game enables participants to adopt a perspective of a border zone resident or a refugee, and ultimately modify the rules governing the world to make it fairer. Providing the participants with agency to reconstruct the game environment during the debriefing made it possible to generate numerous possible solutions at the level of direct interventions; e.g., providing shelters in forests, training residents in first aid; legal, e.g., access by doctors and media, allowing humanitarian organizations; and executive, e.g., more effective enforcement of European law. Also, the exposure to goals inconsistent with personal views under significant immersion evokes various strategies to deal with the clash, including passive agreement, rationalization, gentle disagreement, and extreme disagreement. Such a game can inspire a positive change in the level of participants’ understanding, interesting solutions, activist attitudes, and empathy towards asylum seekers. However, the game can also expose the dangerous, existing mechanisms that pose a challenge to society, and what should be monitored and possibly mitigated in the future.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this article we interpret Eszter Leveleki’s special vacation program at Bánk, Hungary, as an organization, and present it in terms of contingency theory. As a background, we introduce the context, strategy, and structure behind Bánk that brought remarkable behaviors to life during its existence, prevailing in politically repressive regimes for almost its entire history. The article qualitatively analyzes available sources, the recollections of those who took part in the vacation program, mainly from the ‘50s to the ‘70s, and diaries written on site in order to determine what forms of transformative play were present at Bánk that established a unique heritage of educational role-playing in Hungary. We go through all the identifying elements and themes and show how Bánk was a fertile soil for more complex forms of play to emerge. We compare our results with different definitions of role-playing and child’s play in general in order to determine to what extent the more complex forms of play at Bánk can be called larp, what key characteristics of it might differ from those of larp, and whether these differences serve a certain purpose.
{"title":"Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978","authors":"Bálint Márk Turi, Mátyás Hartyándi","doi":"10.33063/ijrp.vi14.355","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.355","url":null,"abstract":"In this article we interpret Eszter Leveleki’s special vacation program at Bánk, Hungary, as an organization, and present it in terms of contingency theory. As a background, we introduce the context, strategy, and structure behind Bánk that brought remarkable behaviors to life during its existence, prevailing in politically repressive regimes for almost its entire history. The article qualitatively analyzes available sources, the recollections of those who took part in the vacation program, mainly from the ‘50s to the ‘70s, and diaries written on site in order to determine what forms of transformative play were present at Bánk that established a unique heritage of educational role-playing in Hungary. We go through all the identifying elements and themes and show how Bánk was a fertile soil for more complex forms of play to emerge. We compare our results with different definitions of role-playing and child’s play in general in order to determine to what extent the more complex forms of play at Bánk can be called larp, what key characteristics of it might differ from those of larp, and whether these differences serve a certain purpose.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}