Malmö University Publications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Live-action role-playing and the affordances of social media
Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
Malmö University, Faculty of Culture and Society (KS), Collaborative Future Making (CFM). Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
2023 (English)In: Culture Unbound: Journal of Current Cultural Research, E-ISSN 2000-1525, Vol. 15, no 2, p. 66-87Article in journal (Refereed) Published
Abstract [en]

Live-action role-playing (larp) is characterized by participants’ physical and mental immersion in a storyworld, played out in a specific location during a fixed period of time. Most of the immersion is realized during the live event itself, where a collective story is acted out in physical space in real time. However, contemporary larping also usually entails significant interaction and communication between players, and between players and organisers, before and after the event itself, through digital media. In this article, we explore the social media afterlife of one of the most significant Nordic larp events in recent years, Fortune and Felicity (2017). Using an affordance framework, we discuss what happens to the “liveness” of the larp when it is extended into social media. Through the affordances of persistence, visibility, editability and associability, we analyse material from the Facebook group connected to Fortune and Felicity, used by players and organisers to prepare for the larp and, afterwards, to continue the gameplay and to de-brief. In social media, the continuum of time and space, which is characteristic of the larp event itself, is changed into asynchronous and physically separate player action. Thus, the affordances of social media, we argue, enable player interaction and collaborative storytelling in ways that change the narrative, interactive and immersive dynamics of the larp.

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2023. Vol. 15, no 2, p. 66-87
Keywords [en]
live-action role-playing, storytelling, gaming, performance, liveness, affordance, social media
National Category
Media Studies
Identifiers
URN: urn:nbn:se:mau:diva-62336DOI: 10.3384/cu.4184Scopus ID: 2-s2.0-85172343510OAI: oai:DiVA.org:mau-62336DiVA, id: diva2:1794506
Available from: 2023-09-05 Created: 2023-09-05 Last updated: 2024-05-23Bibliographically approved

Open Access in DiVA

fulltext(537 kB)51 downloads
File information
File name FULLTEXT01.pdfFile size 537 kBChecksum SHA-512
c16708bb1a678eef7813daabb809bdda2b20718ad53b95b1d50710a384951a8dae5e06e6911532092fa5a84ceda6799adb03690dfbce195442af9634c10505d9
Type fulltextMimetype application/pdf

Other links

Publisher's full textScopushttps://cultureunbound.ep.liu.se/index

Authority records

Bjärstorp, SaraRagnerstam, Petra

Search in DiVA

By author/editor
Bjärstorp, SaraRagnerstam, Petra
By organisation
School of Arts and Communication (K3)Collaborative Future Making (CFM)
In the same journal
Culture Unbound: Journal of Current Cultural Research
Media Studies

Search outside of DiVA

GoogleGoogle Scholar
Total: 51 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 202 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf