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1 – 10 of 27In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game…
Abstract
In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game identities. I extend the research on larp subcultures in two ways. First, I place larping within the larger context of leisure subcultures and society by arguing that larping is representative of changes in leisure and subcultures in postmodern society. Second, I draw upon ethnographic data collected among the New England Role-playing Organization (NERO) to analyze larpers character identity performances. RPG and Larp researchers have developed several theories about the relationship between larp participants and their character performances. While these concepts provide a helpful framework for understanding the participant-character relationship, they undertheorize the in-game constructed performance of identity. Using symbolic interaction theory, I analyze the identity work processes larpers use to construct and perform their larp identities extending our understanding of the similarities between everyday identity and larpers' character identity performances.
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Fantasy is a concept often used in everyday life and in academic research. While it has received attention in consumer research due to its connection to desires, community…
Abstract
Purpose
Fantasy is a concept often used in everyday life and in academic research. While it has received attention in consumer research due to its connection to desires, community creation, meaning evocation, and identity development, it lacks a commonly shared understanding. This paper explores and theorizes consumers’ experiences of fantasy as performed in real-life situations.
Method
The research was conducted as an ethnographic study of live action role-playing games (LARP) and analyzed through the lens of performance theory.
Findings
LARPs are performances that take place between imagination and embodied reality, with participants drawing on each realm to enrich the other. Consumption elements of LARP include media products and materials used in creating settings, costumes, and props. LARPers gain various benefits from the performance of fantasy, including escapist entertainment, self-reflection, personal growth, and participation in social criticism. Fantasy performance is, therefore, an important and under-theorized vehicle for consumer identity development and social interaction.
Theoretical implications
This research theorizes the experience of fantasy as a performance that takes place between reality and imagination. As such, it involves both embodied and social aspects that have largely been ignored in prior research. A richer theorization of fantasy performance promises greater insights into research areas including the dynamics of consumer identity projects and of consumption communities.
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The purpose of this paper is to determine how to educate people about complicated social topics or politics?; how to lead them to critical thinking?; and how to convey emotions or…
Abstract
Purpose
The purpose of this paper is to determine how to educate people about complicated social topics or politics?; how to lead them to critical thinking?; and how to convey emotions or life experience they never lived through?
Design/methodology/approach
Project System is a three-day experience for adult participants concerning totalitarian regime, freedom and inequality. The Project System does not give fast and easy answers but leads participants to find them on their own. For 30 hours, participants find themselves within a larp, which is a very intense type of role-playing game based on human interactions. The author has chosen a larp as a medium as one of the most immersive and influential method of game-based learning which can facilitate topics that are normally hard to explain through conventional methods of learning. Participants learn firsthand through their roles, emotions, story and experience.
Findings
Project System was a really strong and important experience for many players that may have partially changed their lives. After more than 500 players walked through it, the author can say that this method is beneficial.
Originality/value
Larp as an educational tool is used all over the world; however, there are still only few professional organizations. Most of them are focused on using larp (or similar role-playing methods) as a tool at elementary or secondary schools. Using larp in andragogy is currently pioneering.
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Davide C. Orazi and Angela Gracia B. Cruz
This paper aims to propose LARPnography as a more holistic method to probe the emergence of plausible futures, drawing on embodied embedded cognition literature and the emerging…
Abstract
Purpose
This paper aims to propose LARPnography as a more holistic method to probe the emergence of plausible futures, drawing on embodied embedded cognition literature and the emerging consumer practice of live-action role-playing (LARP). Current research methods for probing the future of markets and society rely mainly on expert judgment (i.e. Delphi), imagery or simulation of possible futures (i.e. scenario and simulation) and perspective taking (i.e. role-playing). The predominant focus on cognitive abstraction limits the insights researchers can extract from more embodied, sensorial and experiential approaches.
Design/methodology/approach
LARPnography is a qualitative method seeking to immerse participants within a plausible future to better understand the social and market dynamics that may unfold therein. Through careful planning, design, casting and fieldwork, researchers create the preconditions to let participants experience what the future may be and gather critical insights from naturalistic observations and post-event interviews.
Practical implications
Owing to its interactive nature and processual focus, LARPnography is best suited to investigate the adoption and diffusion of innovation, market emergence phenomena and radical societal changes, including the rise of alternative societies.
Originality/value
Different from previous foresight methods, LARPnography creates immersive and perceptually stimulating replicas of plausible futures that research participants can inhabit. The creation of a fictional yet socio-material world ensures that socially constructed meaning is enriched by phenomenological and visceral insights.
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Patricia J. Misutka, Charlotte K. Coleman, P. Devereaux Jennings and Andrew J. Hoffman
Why do significant cultural anomalies frequently fail to generate change in institutional logics? Current process models offer a number of direct ways to enable the creation and…
Abstract
Why do significant cultural anomalies frequently fail to generate change in institutional logics? Current process models offer a number of direct ways to enable the creation and diffusion of ideas and practices, but the resistance to adoption and diffusion, something so emphasized by the old institutionalism, has not been incorporated as directly in those models in a way that allows us to answer this question. Therefore, we theorize three retrenchment processes that impede innovation: cultural positioning, behavioral resistance, and feedback shaping. The ways in which these processes work are detailed in a case study of one high profile cultural anomaly: oil production and environmental management in Alberta’s oil sands from 2008 to 2011. Implications for the institutional logics perspective and understanding logics in action are discussed.
J. Tuomas Harviainen, Richard D. Gough and Olle Sköld
Purpose – To examine the connection between social media and games, and to analyze information phenomena relating to them.Design/methodology/approach – A survey of existing…
Abstract
Purpose – To examine the connection between social media and games, and to analyze information phenomena relating to them.
Design/methodology/approach – A survey of existing research is combined with results from two studies.
Findings – Players use game-related social media as an expansion of play and as a substitute of it, while avoiding information overload in the form of finding out so much that it damages the play experience.
Research limitations/implications – The number of potential game-related social media sources is so high that this chapter mostly presents just the early steps toward researching them further.
Practical implications – The chapter reveals the tight connection that has been formed between games and social media, showing that to properly research one, a look at also the other is necessary.
Originality/value – The chapter presents initial guidelines on where to start in researching game-related social media, an area that has so far seen very little research from both game studies and information scholars.
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How is information experienced in creating and sharing content? Is it merely a concrete object? A more abstract idea? This chapter explores how teens experienced information while…
Abstract
How is information experienced in creating and sharing content? Is it merely a concrete object? A more abstract idea? This chapter explores how teens experienced information while creating and sharing content in digital communities. Teens engaged in different forms of content creation but had similar experiences of information that included: participation, inspiration, collaboration, process, and artifact. The findings in this chapter are part of a larger whole that defined the information practices of teens, suggesting how information is experienced is a component of information practices and should be understood as such. The information experiences described here emerged through a grounded theory study of teen content creators. The analysis of the data was informed by constructionism, and the emergent theory was informed by practice theory.
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The CW’s long-running horror-drama series Supernatural (2005–) has been accused of undoing progressive advances for women made by Buffy the Vampire Slayer (1996–2003). While it’s…
Abstract
The CW’s long-running horror-drama series Supernatural (2005–) has been accused of undoing progressive advances for women made by Buffy the Vampire Slayer (1996–2003). While it’s hard to deny the truth in that claim, Supernatural also problematizes conventional gender roles from a very different approach, one that plays with perceptions of masculinity and social class.
Buffy Summers may initially seem to have more in common with Supernatural’s Sam Winchester, a chosen one with special powers who wants a normal life away from the supernatural. However, Buffy shares more in common with Dean Winchester. Embodying popular gendered stereotypes in their introductions, it’s gradually revealed that there is more complexity to each. Both form alliances with Others; both recognize elements of the Other in themselves. Both transgress conventional gender boundaries, complicating the notion of a binary gender system. Both series introduce the seemingly familiar only to alter it into the uncanny. See the little cute blonde virginal cheerleader? She can kick your ass. See the stupid cocky womanizing jock? All he wants is family and a home. This chapter explores the increasingly gender-blended, social-class-crossing behaviours of Supernatural’s Dean Winchester as an heir to Buffy the Vampire Slayer.
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