{"title":"Playing with Wonders: Objects, Role-Playing Games, and the Cultural Legacy of Bispo do Rosário for the City of Rio de Janeiro","authors":"Rian Rezende, Denise Portinari","doi":"10.33063/ijrp.vi14.354","DOIUrl":null,"url":null,"abstract":"We know that objects shape thought, as bearers of meaning and as the focal points of memory. Our question as artists and larpwrights was how those objects might affect the act of thinking itself. From this initial thought, we developed the notion of Living Objects — elements created to cause people to have strange new ideas and awaken thoughts beyond those prompted by reason alone — and sought to employ them in the micro role-playing games we presented to people in Rio de Janeiro in order to stimulate such an exploration of fantasy, desire, and daydreaming. The theoretical underpinning of our work relies upon the recovery of wonder discussed by critics like Kareem, Brain, and others. Within this endeavor, we presented Living Objects as fragments that provide a joke (witz). Witz is a concept explored by the Jena Romantic philosophers, in which poetic fragments of words influence thought or cause strangeness in normal ways of thinking, and cause derangement in the current logic. With this, they enable new creative paths for imagination.
 In doing so, we drew upon the cultural heritage of the city of Rio de Janeiro, especially the art of Bispo do Rosário, who produced a number of distinctive artistic objects during the decades that he was a patient in a psychiatric hospital. And in this work, we focus especially on a piece called “The Presentation Cloak.”
 These objects are central elements of micro role-playing games that we createdto encourage people to experience the stories linked to the life of Bispo do Rosário and the spaces he imagined about Rio de Janeiro. These games also inspired the participants to create stories from these objects, realizing how the influence of these elements stimulates imagination, belief in wonder, and immersion in the cultural universe created by Bispo do Rosário.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"208 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Role-Playing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33063/ijrp.vi14.354","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
We know that objects shape thought, as bearers of meaning and as the focal points of memory. Our question as artists and larpwrights was how those objects might affect the act of thinking itself. From this initial thought, we developed the notion of Living Objects — elements created to cause people to have strange new ideas and awaken thoughts beyond those prompted by reason alone — and sought to employ them in the micro role-playing games we presented to people in Rio de Janeiro in order to stimulate such an exploration of fantasy, desire, and daydreaming. The theoretical underpinning of our work relies upon the recovery of wonder discussed by critics like Kareem, Brain, and others. Within this endeavor, we presented Living Objects as fragments that provide a joke (witz). Witz is a concept explored by the Jena Romantic philosophers, in which poetic fragments of words influence thought or cause strangeness in normal ways of thinking, and cause derangement in the current logic. With this, they enable new creative paths for imagination.
In doing so, we drew upon the cultural heritage of the city of Rio de Janeiro, especially the art of Bispo do Rosário, who produced a number of distinctive artistic objects during the decades that he was a patient in a psychiatric hospital. And in this work, we focus especially on a piece called “The Presentation Cloak.”
These objects are central elements of micro role-playing games that we createdto encourage people to experience the stories linked to the life of Bispo do Rosário and the spaces he imagined about Rio de Janeiro. These games also inspired the participants to create stories from these objects, realizing how the influence of these elements stimulates imagination, belief in wonder, and immersion in the cultural universe created by Bispo do Rosário.
我们知道,作为意义的承担者和记忆的焦点,物体塑造了思想。作为艺术家和画家,我们的问题是这些物品如何影响思考本身的行为。从这个最初的想法出发,我们发展了“生活对象”的概念——创造这些元素是为了让人们产生奇怪的新想法,唤醒人们的想法,而不仅仅是由理性推动的——并试图将它们运用到我们向里约热内卢的人们展示的微型角色扮演游戏中,以激发人们对幻想、欲望和白日梦的探索。我们工作的理论基础依赖于像Kareem, Brain等评论家所讨论的奇迹的恢复。在这一努力中,我们将Living Objects呈现为提供笑话的碎片(witz)。维茨是耶拿浪漫主义哲学家探索的一个概念,在这个概念中,诗意的文字片段影响思想或使正常的思维方式产生陌生感,并导致当前逻辑的混乱。有了这个,他们为想象力开辟了新的创造性道路。
在这样做的过程中,我们借鉴了里约热内卢市的文化遗产,特别是Bispo do Rosário的艺术,他在精神病院住院的几十年里创作了许多独特的艺术品。在这个作品中,我们特别关注一件叫做“Presentation Cloak”的作品
这些物品是我们创造的微角色扮演游戏的核心元素,鼓励人们体验与Bispo do Rosário的生活和他想象的里约热内卢空间有关的故事。这些游戏还激发了参与者用这些物品创作故事,意识到这些元素的影响如何激发想象力,对奇迹的信仰,并沉浸在Bispo do Rosário创造的文化宇宙中。