Abstrakt
Artykuł zajmuje się percepcją i systemami reprezentacji czasu i czasowości w larpach (live-action role-playing games). Na podstawie prac Timo Lainema, badacza gier menedżerskich, niniejszy artykuł przedstawia przykładowe efekty czasu trwania gry, asynchroniczności i nudy, a następnie proponuje nowe podejście do postrzegania czasu na - i w - larpach.Bibliografia
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Ludography
Delirium (2010). Designed by Rasmus Høgdall, Peter Schønnemann Andreasen, Kristoffer Thurøe, Peter Munthe-Kaas, Jesper Heebøll Arbjørn and Mathias Kromann. Denmark.
Hamlet (2002). Designed by Martin Ericsson, Christopher Sandberg, Anna Ericsson, Martin Brodén et al. Sweden. Multiple runs.
Just a little loving (2011). Designed by Tor Kjetil Edland and Hanne Grasmo. Norway. Multiple runs in Norway, Sweden, Denmark, USA and Finland.
Lotka-Volterra (2018). Designed by Olle Nyman et al. Sweden. One run.
Mellan himmel och hav (2003). Designed by Eliot Wieslander and Katarina Björk. Sweden. One run.
Minds-Eye Theatre (1993). White Wolf. Game system.
Moira (2005). Organised by Anna Ericson and Karin Tidbeck. Sweden. One run.
Monitor Celestra, The (2013). Organised by Alternatliv HB, Bardo and Berättelsefrämjandet. Sweden. Three runs.
Nice Evening with the Family, A (2007). Designed by Anna Westerling, Anders Hultman, Tobias Wrigstad, Anna-Karin Linder, Elsa Helin and Patrik Balint. Sweden. Four runs.