Nordic Larp


Book Description




Leaving Mundania


Book Description

Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.




The Cutting Edge of Nordic Larp


Book Description

Official book of Knutpunkt 2014. Published in conjunc- tion with the Knutpunkt 2014 conference.




Playing the learning game


Book Description

Welcome to a new world of learning! This book is a practical introduction to the use of roleplaying games in education. Roleplaying games are a great tool for provoking reflection, learning and critical thinking. Within this book, you'll find all you need to get started using this method. Included are four ready-to-play larps, several short articles highlighting different uses of roleplaying games in educational spheres and a multitude of methods and exercises to improve your games.If you are a teacher, activist in an NGO or a larper interested in using roleplaying games for education and reflection, this is the book for you. Let's play the learning game!




The Foundation Stone of Nordic Larp


Book Description

Official book of Knutpunkt 2014. Published in conjunction with the Knutpunkt 2014 conference.




Immersive Gameplay


Book Description

This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.




#Feminism


Book Description

#Feminism features 34 nano-games for three to five participants, with topics ranging from silly to serious. All you need to play is a few simple props (or none at all), and a few minutes to an hour of play time. Each game offers a bite-sized take on contemporary feminist issues: within its pages are games about selfies and rom-coms, reproductive rights and domestic violence. #Feminism features authors from 11 countries, and comes in a beautiful, A4, glossy magazine-style format with a reader-friendly layout and full-colour photographs.




Fantasy Freaks and Gaming Geeks


Book Description

An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf’s got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac’s On the Road.” —National Public Radio’s “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks andGaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It’s a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post




Pervasive Games


Book Description

Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.




The Norse Shaman


Book Description

An experiential guide to the wisdom preserved in Europe’s far north • Includes shamanic journeys to connect with deities and your ancestral shamans • Provides step-by-step instructions to prepare for and conduct a seiðr ceremony • Draws on archaeological evidence and surviving written records from Iceland • Reveals the long tradition of female shamans in northern European shamanism Shamanism is humanity’s oldest spiritual tradition. In much of the Western world, the indigenous pre-Christian spiritual practices have been lost. Yet at the northern fringes of Europe, Christianity did not displace the original shamanic practices until the end of the Viking age. Remnants of Norse shamanic spirituality have survived in myths, folk traditions, and written records from Iceland, providing many clues about the ancient European shaman’s world, especially when examined in conjunction with other shamanic cultures in northern Eurasia, such as the Sami and the tribes of Siberia. Reconstructing the shamanic practices of the hunter-gatherers of Scandinavia, Evelyn Rysdyk explores the evolution of Norse shamanism from its earliest female roots to the pre-Christian Viking Age. She explains how to enter Yggdrasil, the World Tree, to travel to other realms and provides shamanic journeys to connect with the ancestral shamans of your family tree, including the Norse goddess Freyja, the very first shaman. She offers exercises to connect with the ancient goddesses of fate, the Norns, and introduces the overnight wilderness quest of útiseta for reconnecting with the powers of nature. She explains the key concepts of Ørlög and Wyrd--the two most powerful forces that shape human lives--and provides exercises for letting go of harmful behavior patterns and transforming simple knowledge into profound wisdom by connecting with Óðinn. Thoroughly examining the shamanic rituals of seiðr, the oracular magic of the Nordic cultures, the author provides step-by-step instructions to prepare for and conduct a seiðr ceremony, including creating your own seiðr staff and hood, and explores the ancestral use of shamanic songs or varðlokur to accompany the ceremony. Woven throughout these exercises, Rysdyk provides archaeological evidence from Neolithic sites supporting the long tradition of venerating wise women, grandmothers, and mothers in ancient cultures and the important role of female shamans at the heart of northern European shamanism. Providing an accessible guide for anyone trying to fulfill their shamanic callings, these powerful rituals can provide personal healing and a clear path for finding our way into a harmonious relationship with the natural world.