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Live Action Role-Playing Games

Control, Communication, Storytelling, and MMORPG Similarities

Bibliographic Data

ID2409349
AuthorsAnders Tychsen (Macquarie University, corresponding author), Michael Hitchens (0000-0001-6320-9184, Macquarie University), Thea Brolund (University of Technology Sydney), Manolya Kavakli (0000-0003-3241-6839, Macquarie University)
Year2006
Volume1
Issue3
Pages252-275
Publication date2006-07-01
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412006290445
OpenAlexW3188884498
LanguageEN
Citations received11
References cited1

Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers a variety of venues for further research into how these management techniques can be applied to MMOGs

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Citations per year0.65
Citation span2009 - 2025 (17)
Highly citedNo

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