{"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":"https://doi.org/10.33063/ijrp.vi14.354","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":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Larp as a Potential Space for Non-Formal Queer Cultural Heritage","authors":"Josephine Baird","doi":"10.33063/ijrp.vi14.357","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.357","url":null,"abstract":"Queer experience has, until very recently, been invisible or significantly misrepresented in cultural and scholarly fields of record including history, sociology, and ethnography. Self-recording of our lives, communities, and culture has occurred almost exclusively through non-formal means. Queer heritage has seen recent scholarly study of these non-formal means in the form of archives of oral histories, ephemera, and ethnographies. This work emphasises the critical role safer community, social, and performance spaces play in containing, creating, and disseminating queer histories and heritage. Despite this increased visibility, the need for more grassroots expressions of nonnormative genders and sexualities remains crucial for queer people to find support.
 As part of my wider work exploring the potential live action role-playing games (larps) might have for the exploration of gender subjectivity through play, in this paper I suggest that larps can also provide a space to document, disseminate, and educate on queer experience, history, and culture. Larp is a democratic form of expression that does not require performance skill or training, but rather allows people to experience empowerment, including for those who come from marginalized backgrounds, i.e., through emancipatory bleed (Kemper 2020; Baird 2021; Cazeneuve 2021). Larp has on occasion been used for non-formal education on queer history, such as in the larp Just a Little Lovin’ (2011) about the HIV/AIDS crisis in the 1980s, which includes educational workshops and debriefs on notable historical and cultural themes (Groth, Grasmo, and Edland 2022). Larp used this way is not dissimilar to the way queer social and performance space has been co-created as a container for both meaning-making and heritage for LGBTQIA+ people. On this basis, I argue that game design that seeks to reflect and represent this kind of queer cultural production in social and performance spaces may allow for the non-formal education on LGBTQIA+ lives and heritage, as well as opportunities for personal (gender) expression, exploration, and embodiment.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063368","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"International Journal of Role-playing 14 -- Full Issue -- IJRP","authors":"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","doi":"10.33063/ijrp.vi14.350","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.350","url":null,"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 ","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes","authors":"Tadeu Rodrigues Iuama","doi":"10.33063/ijrp.vi14.353","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.353","url":null,"abstract":"The Brazilian Modern Art Week of 1922, a milestone in the Brazilian artistic avant-garde, completed its centenary last year. The intention of this text is to reflect on larp using the concept of anthropophagy: a cultural metaphor created by Oswald de Andrade, one of the members of the Art Week. Anthropophagy is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other. Andrade’s reflections crossed time: they influenced literature, theater, painting, cinema and music, to name a few. Applied to larps, the concept of anthropophagy is discussed from the point of view of the communicology of Vilém Flusser, who was also influenced by Andrade’s thought. Finally, this essay seeks to reveal larp’s resonance with the Theatre of the Oppressed, proposed by Augusto Boal – also one of those influenced by anthropophagic thinking. With this resonance, I seek to highlight the transformative potential of anthropophagy, here considered inherent to larps, interpreting one Brazilian larp as a case study. Although this essay does not commit the naivety of treating larp as a panacea, its ultimate intention is to highlight the dialogical and social character of larps, as well as their potential to challenge power structures.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063361","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gaming Capital in Contemporary Role-playing Game Platforms","authors":"Henry Korkeila, J. Tuomas Harviainen","doi":"10.33063/ijrp.vi14.360","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.360","url":null,"abstract":"Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital, and where social capital would influence the transformation of knowledge to gaming capital. The discussion about gaming capital has been more about what it is, and what can be or cannot be gaming capital, but what steers gaming capital as an entity at their disposal has not been studied enough yet. The world of gaming has moved massively forwards in fifteen years, and the whole concept of what “gaming” is has subsequently changed, not only within the online multiplayer video game scene, but within analogue role-playing games too. Both mediums have their ways of accumulating and spending capital, and not everything is different in terms of gaming capital. Therefore, this study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974) through information flow and social space perspectives.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Jeppe and Maria Bergmann Hamming’s Literary-Musical Larp Adaptations","authors":"Evan Torner","doi":"10.33063/ijrp.vi14.356","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.356","url":null,"abstract":"This article addresses the question of analog role-playing game authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming: Sarabande (2013), Deranged (2015), and Encore (2022). The Bergmann Hammings’ work over time bears their unique signature, using aesthetic idealism and high culture to explore issues of character decadence and downfall. With the increasing use of role-playing games to convey history and heritage, the Bergmann Hammings’ design patterns both evince a particular interpretation of that history and also demonstrate how future designers might generally adapt such material into role-playable forms.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"349 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135106637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Statement by Mohamad Rabah","authors":"Mohamad Rabah","doi":"10.33063/ijrp.vi14.351","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.351","url":null,"abstract":"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.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Bridging Historical and Present-Day Queer Community Through Embodied Role-playing","authors":"Hilda Levin","doi":"10.33063/ijrp.vi14.359","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.359","url":null,"abstract":"Just a Little Lovin’ (JaLL), a live action role-playing (larp) portraying queer lives in the face of the HIV/AIDS crisis, provides an example of how a larp might connect participants to historical communities (Baird 2023). This connection may serve as a catalyst for an ongoing bond that might foster personal growth as well as present-day community building. There are many reports on the impact that the larp has had on the participants on a personal level (Baird 2021; Bowman 2015; Friedner 2022; Gronemann ed. 2013; Groth et al. 2021; Levin 2019, Stenros 2021; Stenros and Sihvonen 2019). Through the lens of emerging theories on transformational role-playing, new perspectives arise that enlighten these experiences further. Taking into consideration metareflection (Levin 2020), transformational containers (Baird 2021; Bowman and Hugaas 2021), and different types of bleed (Bowman and Hugaas 2021; Kemper 2020), this article discusses what we might learn from role-playing queer history. I argue that in the affirmative space of the larp, playing queer personality traits that might have been suppressed has offered personal growth through emotional (Bowman and Hugaas 2021), emancipatory (Kemper 2020), and ego bleed (Beltrán 2012). However, continued development of marginalized personality traits might require extended integration work, for which post larp practices are just emerging. Through the feeling of belonging to historical queer movements that JaLL offers, participants have been spurred to reach out to queer communities of the present-day, and have also built their own queer communities, both of which may support prolonged integration and development processes. These perspectives might aid in a continued development on post-larp integration practices and community building, as well as open up the possibility for other marginalized groups and historical movements to consider how they might benefit from their own bespoke larps.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis","authors":"Weronika Szatkowska","doi":"10.33063/ijrp.vi14.352","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.352","url":null,"abstract":"In this article, I present a case study of the serious role-play game The People, which 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. The game combines elements of role-playing, a board game, and cards to present the complexity of the situation in the Emergency State Zone on the Polish-Belarusian border, especially on the practical, social, and institutional levels. The purpose of the tool is to raise the participants’ awareness of the current situation and to enhance an active search for solutions to the crisis.
 The game enables participants to adopt a perspective of a border zone resident or a refugee, and ultimately modify the rules governing the world to make it fairer. Providing the participants with agency to reconstruct the game environment during the debriefing made it possible to generate numerous possible solutions at the level of direct interventions; e.g., providing shelters in forests, training residents in first aid; legal, e.g., access by doctors and media, allowing humanitarian organizations; and executive, e.g., more effective enforcement of European law. Also, the exposure to goals inconsistent with personal views under significant immersion evokes various strategies to deal with the clash, including passive agreement, rationalization, gentle disagreement, and extreme disagreement. Such a game can inspire a positive change in the level of participants’ understanding, interesting solutions, activist attitudes, and empathy towards asylum seekers. However, the game can also expose the dangerous, existing mechanisms that pose a challenge to society, and what should be monitored and possibly mitigated in the future.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978","authors":"Bálint Márk Turi, Mátyás Hartyándi","doi":"10.33063/ijrp.vi14.355","DOIUrl":"https://doi.org/10.33063/ijrp.vi14.355","url":null,"abstract":"In this article we interpret Eszter Leveleki’s special vacation program at Bánk, Hungary, as an organization, and present it in terms of contingency theory. As a background, we introduce the context, strategy, and structure behind Bánk that brought remarkable behaviors to life during its existence, prevailing in politically repressive regimes for almost its entire history. The article qualitatively analyzes available sources, the recollections of those who took part in the vacation program, mainly from the ‘50s to the ‘70s, and diaries written on site in order to determine what forms of transformative play were present at Bánk that established a unique heritage of educational role-playing in Hungary. We go through all the identifying elements and themes and show how Bánk was a fertile soil for more complex forms of play to emerge. We compare our results with different definitions of role-playing and child’s play in general in order to determine to what extent the more complex forms of play at Bánk can be called larp, what key characteristics of it might differ from those of larp, and whether these differences serve a certain purpose.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135107280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}