{"title":"真人角色扮演和社交媒体的支持","authors":"Sara Bjärstorp, Petra Ragnerstam","doi":"10.3384/cu.4184","DOIUrl":null,"url":null,"abstract":"Live-action role-playing (larp) is characterized by participants’ physical and mental immersion in a storyworld, played out in a specific location during a fixed period of time. Most of the immersion is realized during the live event itself, where a collective story is acted out in physical space in real time. However, contemporary larping also usually entails significant interaction and communication between players, and between players and organisers, before and after the event itself, through digital media. In this article, we explore the social media afterlife of one of the most significant Nordic larp events in recent years, Fortune and Felicity (2017). Using an affordance framework, we discuss what happens to the “liveness” of the larp when it is extended into social media. Through the affordances of persistence, visibility, editability and associability, we analyse material from the Facebook group connected to Fortune and Felicity, used by players and organisers to prepare for the larp and, afterwards, to continue the gameplay and to de-brief. In social media, the continuum of time and space, which is characteristic of the larp event itself, is changed into asynchronous and physically separate player action. Thus, the affordances of social media, we argue, enable player interaction and collaborative storytelling in ways that change the narrative, interactive and immersive dynamics of the larp.","PeriodicalId":52133,"journal":{"name":"Culture Unbound","volume":"60 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Live-action role-playing and the affordances of social media\",\"authors\":\"Sara Bjärstorp, Petra Ragnerstam\",\"doi\":\"10.3384/cu.4184\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Live-action role-playing (larp) is characterized by participants’ physical and mental immersion in a storyworld, played out in a specific location during a fixed period of time. Most of the immersion is realized during the live event itself, where a collective story is acted out in physical space in real time. However, contemporary larping also usually entails significant interaction and communication between players, and between players and organisers, before and after the event itself, through digital media. In this article, we explore the social media afterlife of one of the most significant Nordic larp events in recent years, Fortune and Felicity (2017). Using an affordance framework, we discuss what happens to the “liveness” of the larp when it is extended into social media. Through the affordances of persistence, visibility, editability and associability, we analyse material from the Facebook group connected to Fortune and Felicity, used by players and organisers to prepare for the larp and, afterwards, to continue the gameplay and to de-brief. In social media, the continuum of time and space, which is characteristic of the larp event itself, is changed into asynchronous and physically separate player action. Thus, the affordances of social media, we argue, enable player interaction and collaborative storytelling in ways that change the narrative, interactive and immersive dynamics of the larp.\",\"PeriodicalId\":52133,\"journal\":{\"name\":\"Culture Unbound\",\"volume\":\"60 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-08-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Culture Unbound\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3384/cu.4184\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Culture Unbound","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3384/cu.4184","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
Live-action role-playing and the affordances of social media
Live-action role-playing (larp) is characterized by participants’ physical and mental immersion in a storyworld, played out in a specific location during a fixed period of time. Most of the immersion is realized during the live event itself, where a collective story is acted out in physical space in real time. However, contemporary larping also usually entails significant interaction and communication between players, and between players and organisers, before and after the event itself, through digital media. In this article, we explore the social media afterlife of one of the most significant Nordic larp events in recent years, Fortune and Felicity (2017). Using an affordance framework, we discuss what happens to the “liveness” of the larp when it is extended into social media. Through the affordances of persistence, visibility, editability and associability, we analyse material from the Facebook group connected to Fortune and Felicity, used by players and organisers to prepare for the larp and, afterwards, to continue the gameplay and to de-brief. In social media, the continuum of time and space, which is characteristic of the larp event itself, is changed into asynchronous and physically separate player action. Thus, the affordances of social media, we argue, enable player interaction and collaborative storytelling in ways that change the narrative, interactive and immersive dynamics of the larp.
期刊介绍:
Culture Unbound: Journal of Current Cultural Research is a journal for border-crossing cultural research, globally open to articles from all areas in this large field, including cultural studies as well as other interdisciplinary and transnational currents for exploring cultural perspectives, issues and phenomena. It is peer-reviewed and easily accessible for downloading as open access. Culture Unbound is hosted by Linköping University Electronic Press (LiU E-Press, www.ep.liu.se). It is based on a co-operation between three Linköping University units that provide a unique profile to the journal, bridging regional and global research traditions: -The Advanced Cultural Studies Institute of Sweden (ACSIS), with interdisciplinary transnational exchange. -The Department of Culture Studies (Tema Q), with interdisciplinary research and PhD education.