LARP! Volume 1


Book Description

Lifelong nerd Pete Ford's been living two lives since starting at his new school--in one, he's a member of the cool crowd and the tennis team, and in the other he is Lord Blackmane, scourge of the Southern moors. It's probably best if the cool kids don't find out about that, but hiding Pete's live action roleplaying gets harder when he falls for a teammate. Can Pete have it all, or will his separate lives collide, threatening all his friendships? And what of the shady other club trying to horn in on the LARPers' game space?




The Arts of LARP


Book Description

This ethnography of a live-action role play (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.




Nordic Larp


Book Description




Larp - the Battle for Verona


Book Description

Sometimes even a geek can become a hero. Dennis and his friends have been LARPing (Live Action Role Playing) since high school. Now, in his 20s, Dennis is seriously considering giving up LARPing for good. He's tired of dealing with his overzealous friend Mark; he's tired of his older brother Brad's constant put-downs; and he's tired of the fact that he doesn't have a girlfriend. Check that. Not a girlfriend, but the girlfriend. Alyssa--the one woman he's been pining over for years. Dennis and his fellow LARPers have never been considered cool, in their small island community of Verona, located off the coast of Washington State. But all of that is about to change . . . While Dennis and his friends are attending a big LARP tournament on the mainland, a rogue terrorist group of Mongolians in medieval garb, led by an American madman, invade Verona and take its citizens hostage--including their families and friends. When the LARPers find out what's happening in their home-town, they do what any dedicated LARPer would do: they put on their armor, strap on their swords, and fight their way home--LARP-style!




Analog Game Studies: Volume I


Book Description

Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."




Nexus Newspaper Strips Volume 1: The Coming of Gourmando


Book Description

Something long dormant beneath the surface of Ylum comes alive, triggering a visit from the planet-devouring Gourmando and his mysterious ally. With powers far beyond those of even Nexus himself, this unstoppable being banishes Nexus to an unknown realm--and the only way out is to face one's worst fears! Mike Baron and Steve Rude deliver a new Nexus adventure in this special collection that also includes the newly-remastered "Nexus: The Origin" comic and the classic Rude hand-painted Sundra story, "When She was Young."




The Devil's Panties Volume 1


Book Description

Running the register at a comic shop, waiting tables at a restaurant... this wasn't quite what Jennie had in mind after graduating with a shiny degree in Sequential Art(though it may have been what was in everyone else's mind). As life overwhelmed her and her drawing hand withered away, Jennie made a promise to herself to stay in practice by drawing a new comic every single day. This first volume is a compilation of those comics. From dating and clubbing to trying to make it as an artist, follow along as Jennie chronicles her daily struggles, sorrows, joys and WTFs in life.




Role Playing Materials


Book Description

Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.




The Cutting Edge of Nordic Larp


Book Description

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




Teaching Games and Game Studies in the Literature Classroom


Book Description

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.