International Journal of Role-playing 14 -- Full Issue -- IJRP

Sarah Lynne Bowman, Evan Torner, William J. White, Mohamad Rabah, Weronika Szatkowska, Tadeu Rodrigues Iuama, Rian Rezende, Denise Portinari, Yuqiao Liu, Bálint Márk Turi, Mátyás Hartyándi, Josephine Baird, Hilda Levin, Henry Korkeila, J. Tuomas Harviainen
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 Table of Contents
 Evan Torner, Sarah Lynne Bowman, and William J. White -- \"Editorial: Transformative Play Seminar 2022: Role-playing, Heritage, and Culture\"
 This special issue is the second of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022.
 \"Statement by Mohamad Rabah\"
 The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression.
 Weronika Szatkowska, \"The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis\"
 This article presents a case study of a serious role-play game called The People. The game was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists.
 Tadeu Rodrigues Iuama, \"Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes\"
 This article reflects on larp using the concept of anthropophagy. The metaphor, created by Oswald de Andrade in 1928 in Brazil, is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other.
 Rian Rezende and Denise Portinari -- \"Playing with Wonders: Objects, Role-Playing Games, and the Cultural Legacy of Bispo do Rosário for the City of Rio de Janeiro\"
 This work focuses on an art object called “The Presentation Cloak.” The cloak forms a central element of micro role-playing games created to encourage people to experience stories linked to Brazilian cultural heritage.
 Yuqiao Liu --\"Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps\"
 Using case studies from MMORPGs and Jubensha, this article explores the great potential role-playing games have to promote the learning of intangible cultural expres sions and traditions of China and make them available to a wider public.
 Bálint Márk Turi and Mátyás Hartyándi -- \"Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978\"
 This article analyzes various sources to determine what forms of transformative play were present at the Bánk vacation program in Hungary (1938-1978). The authors discuss the program as a unique heritage of educational role-playing.
 Evan Torner -- \"Jeppe and Maria Bergmann Ham-ming’s Literary-Musical Larp Adaptations\"
 This article addresses analog RPG authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming. The larps bear a unique signature, using aesthetic idealism and high culture to explore themes of decadance and downfall.
 Josephine Baird -- \"Larp as a Potential Space for Non-Formal Queer Cultural Heritage\"
 This article argues that larp design seeking to reflect and represent queer cultural production in social and performance spaces may allow for non-formal education on LGBTQIA+ lives and heritage, as well as personal (gender) expression, exploration, and embodiment.
 Hilda Levin -- \"Bridging Historical and Present-Day Queer Community Through Embodied Role-playing\"
 This article argues that in the affirmative space of larp, playing queer personality traits that might be suppressed can offer opportunities for personal growth and community building. Such impacts are especially possible with metareflection and integration.
 Henry Korkeila and J. Tuomas Harviainen -- \"Gaming Capital in Contemporary Role-playing Game Platforms\"
 This study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974), emphasizing information flow and social space perspectives.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"28 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.vi14.350","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

IJRP 14: Full Issue Table of Contents Evan Torner, Sarah Lynne Bowman, and William J. White -- "Editorial: Transformative Play Seminar 2022: Role-playing, Heritage, and Culture" This special issue is the second of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022. "Statement by Mohamad Rabah" The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression. Weronika Szatkowska, "The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis" This article presents a case study of a serious role-play game called The People. The game was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists. Tadeu Rodrigues Iuama, "Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes" This article reflects on larp using the concept of anthropophagy. The metaphor, created by Oswald de Andrade in 1928 in Brazil, is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other. Rian Rezende and Denise Portinari -- "Playing with Wonders: Objects, Role-Playing Games, and the Cultural Legacy of Bispo do Rosário for the City of Rio de Janeiro" This work focuses on an art object called “The Presentation Cloak.” The cloak forms a central element of micro role-playing games created to encourage people to experience stories linked to Brazilian cultural heritage. Yuqiao Liu --"Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps" Using case studies from MMORPGs and Jubensha, this article explores the great potential role-playing games have to promote the learning of intangible cultural expres sions and traditions of China and make them available to a wider public. Bálint Márk Turi and Mátyás Hartyándi -- "Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978" This article analyzes various sources to determine what forms of transformative play were present at the Bánk vacation program in Hungary (1938-1978). The authors discuss the program as a unique heritage of educational role-playing. Evan Torner -- "Jeppe and Maria Bergmann Ham-ming’s Literary-Musical Larp Adaptations" This article addresses analog RPG authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming. The larps bear a unique signature, using aesthetic idealism and high culture to explore themes of decadance and downfall. Josephine Baird -- "Larp as a Potential Space for Non-Formal Queer Cultural Heritage" This article argues that larp design seeking to reflect and represent queer cultural production in social and performance spaces may allow for non-formal education on LGBTQIA+ lives and heritage, as well as personal (gender) expression, exploration, and embodiment. Hilda Levin -- "Bridging Historical and Present-Day Queer Community Through Embodied Role-playing" This article argues that in the affirmative space of larp, playing queer personality traits that might be suppressed can offer opportunities for personal growth and community building. Such impacts are especially possible with metareflection and integration. Henry Korkeila and J. Tuomas Harviainen -- "Gaming Capital in Contemporary Role-playing Game Platforms" This study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974), emphasizing information flow and social space perspectives.
国际角色扮演杂志第14期-完整版- IJRP
IJRP 14:全期 目录 Evan Torner, Sarah Lynne Bowman和William J. White—“社论:变革游戏研讨会2022:角色扮演,遗产和文化” 本期特刊是两部分系列文章的第二部分,收集了2022年10月20日至21日在瑞典维斯比的乌普萨拉大学哥特兰校区举行的“变革游戏倡议研讨会”上发表的短文。“穆罕默德·拉巴声明” 这份声明揭示了为什么来自巴勒斯坦的主讲人无法参加维斯比的研讨会,原因是瑞典驻以色列大使馆迟迟没有批准他的签证。声明强调了游戏作为给幼儿带来希望的工具的重要性,但也强调了它在面对压迫时的局限性。Weronika Szatkowska,《The People:一款旨在解决人道主义危机的严肃角色扮演游戏》 本文将呈现一款名为《The People》的严肃角色扮演游戏的案例研究。这款游戏是为了应对波兰-白俄罗斯边境的移民危机,与一群积极参与的研究人员和活动团体合作开发的。Tadeu Rodrigues Iuama,“走向后现代艺术周:巴西Larp场景中的食人反应” 本文运用“食人”的概念对larp进行反思。这个隐喻由奥斯瓦尔德·德·安德拉德(Oswald de Andrade)于1928年在巴西创造,其特点是对文化霸权场所的去等级化和对他者的批判性消化。Rian Rezende和Denise Portinari—“玩奇迹:物品,角色扮演游戏和Bispo do Rosário的文化遗产为里约热内卢市” 这件作品的重点是一件名为“呈现斗篷”的艺术品。斗篷是微角色扮演游戏的核心元素,旨在鼓励人们体验与巴西文化遗产有关的故事。刘玉乔-“在角色扮演游戏中体验中国非物质文化遗产:mmorpg与Larps的比较研究” 本文通过mmorpg和聚本沙的案例研究,探讨了角色扮演游戏在促进学习中国非物质文化表达和传统方面的巨大潜力,并将其推广给更广泛的公众。 Bálint Márk Turi和Mátyás Hartyándi—“玩虚拟的“我”:1938-1978年匈牙利教育角色扮演的早期形式” 本文分析了各种来源,以确定在匈牙利(1938-1978)的Bánk假期计划中存在哪些形式的变革性游戏。作者将该节目视为教育角色扮演的独特遗产。 埃文·托纳——《杰佩和玛丽亚·伯格曼·哈姆明的文学-音乐改编》 本文通过分析Jeppe和Maria Bergmann Hamming的三款基于音乐的黑盒游戏来阐述模拟RPG的作者身份。larps具有独特的标志,用审美理想主义和高雅文化来探索颓废和堕落的主题。 Josephine Baird—“Larp作为非正式酷儿文化遗产的潜在空间” 本文认为,在社会和表演空间中,寻求反映和表现酷儿文化生产的larp设计可能允许对LGBTQIA+的生活和遗产进行非正式教育,以及个人(性别)的表达、探索和体现。 Hilda Levin—“通过角色扮演架起历史与现代酷儿社区的桥梁” 本文认为,在larp的肯定空间中,发挥可能被压抑的酷儿人格特质可以为个人成长和社区建设提供机会。这种影响在元反射和整合中尤其可能发生。 Henry Korkeila和J. Tuomas Harviainen—“当代角色扮演游戏平台中的游戏资本” 本研究探讨了大型多人在线角色扮演游戏(mmorpg)和《地下城》中游戏资本的形成。龙(1974),强调信息流和社会空间的观点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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