Live action role-playing games: Control, communication, storytelling, and MMORPG similarities

Anders Tychsen*, Michael Hitchens, Thea Brolund, Manolya Kavakli

*Kontaktforfatter

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

Abstrakt

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.

OriginalsprogEngelsk
TidsskriftGames and Culture: A Journal of Interactive Media
Vol/bind1
Udgave nummer3
Sider (fra-til)252-275
Antal sider24
ISSN1555-4120
DOI
StatusUdgivet - 1. dec. 2006

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