Percepcja oraz systemy reprezentacji czasu i czasowości w larpach (live-action role-playing games)
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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.
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Harviainen, T. (2019). Percepcja oraz systemy reprezentacji czasu i czasowości w larpach (live-action role-playing games). Homo Ludens, (1 (11), 14-24. https://doi.org/10.14746/hl.2018.11.1
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NAJLEPSZY ARTYKUŁ I NAJLEPSZY RECENZENT ROKU

Utwór dostępny jest na licencji Creative Commons Uznanie autorstwa – Użycie niekomercyjne – Bez utworów zależnych 4.0 Międzynarodowe.
Szczegółowe informacje dotyczące prawa autorskiego zawarte są w umowie podpisywanej między wydawcą a autorem.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.