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Volumn 1, Issue 3, 2006, Pages 252-275

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

Author keywords

Game master; LARP; Live action role playing games; Massively multiplayer online game; MMORPG; Narrative

Indexed keywords


EID: 61049228395     PISSN: 15554120     EISSN: 15554139     Source Type: Journal    
DOI: 10.1177/1555412006290445     Document Type: Article
Times cited : (44)

References (28)
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  • 5
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    • Emrick, T. E. (2001). A beginner's guide to LARP. Retrieved September 26, 2005, from www.geocities.com/timlarp/index.html
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  • 8
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    • Live role-playing games: Implications for pervasive gaming
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    • Hartzell, E. (2002). Techno twinkles and you - LARPing in the information age. LARPer, 2(1). Retrieved September 26, 2005, from http://www.thelarper.org/ techno_twinkies.html
    • (2002) LARPer , vol.2 , Issue.1
    • Hartzell, E.1
  • 15
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    • The Taoist storyteller
    • Retrieved September 26, 2005
    • Logas, H. (2004). The Taoist storyteller. Pleasures of the Flesh, 5. Retrieved September 26, 2005, from http://www.skotos.net/articles/pleasures5. phtml
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  • 16
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    • Solving the narrative paradox in VEs - Lessons from RPGs
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    • How to host a pervasive game: Supporting face-to-face interactions in live-action roleplaying
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    • Schneider, J., & Kortuem, G. (2001). How to host a pervasive game: Supporting face-to-face interactions in live-action roleplaying. In Proceedings from the Workshop on Designing Ubiquitous Computing Games, Ubicomp. Retrieved September 26, 2005, from http://www.cs.uoregon.edu/research/wearables/Papers/ how2host.pdf
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.