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Live Action Role-Playing Games

Control, Communication, Storytelling, and MMORPG Similarities

Anders Tychsen

Macquarie University

Michael Hitchens

Macquarie University

Thea Brolund

University of Technology Sydney

Manolya Kavakli

Macquarie University

Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers a variety of venues for further research into how these management techniques can be applied to MMOGs.

Key Words: live action role-playing games • narrative • massively multiplayer online game • MMORPG • LARP • game master

Games and Culture, Vol. 1, No. 3, 252-275 (2006)
DOI: 10.1177/1555412006290445


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A. Tychsen and M. Hitchens
Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games
Games and Culture, April 1, 2009; 4(2): 170 - 201.
[Abstract] [PDF]