Prosopopeia: experiences from a pervasive Larp

  • Authors:
  • Staffan Jonsson;Markus Montola;Annika Waern;Martin Ericsson

  • Affiliations:
  • Swedish Institute of Computer Science, Kista;University of Tampere, Tampere;Swedish Institute of Computer Science, Kista;Interactive Institute, Stockholm

  • Venue:
  • Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
  • Year:
  • 2006

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Abstract

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.