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Design, appropriation, and use of technology in larps

Published:14 August 2017Publication History

ABSTRACT

During the last decade, there has been an increasing interest in supporting social play through the design of collocated digital games, alongside efforts to better understand social-physical modes of play. In this paper, we present relevant insights from a well-established gaming community, the larp (Live Action Role Play) community. This community has a longstanding tradition of making use of costumes, physical environments, and objects to shape player experience. We conducted a survey completed by 39 larpers concerning how they use digital technology in larp, and the way technology is designed and appropriated to augment the larp experience. Here, we present early results in the form of a preliminary taxonomy of technologies in larps, as well as key trends for design, use, and appropriation of technology to impact in-game social and emotional experience.

References

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    • Published in

      cover image ACM Other conferences
      FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
      August 2017
      545 pages
      ISBN:9781450353199
      DOI:10.1145/3102071

      Copyright © 2017 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 14 August 2017

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      Acceptance Rates

      FDG '17 Paper Acceptance Rate36of89submissions,40%Overall Acceptance Rate152of415submissions,37%

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