Live Action Role-Playing Games
Control, Communication, Storytelling, and MMORPG Similarities
Bibliographic Data
| ID | 2409349 |
|---|---|
| Authors | Anders 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) |
| Year | 2006 |
| Volume | 1 |
| Issue | 3 |
| Pages | 252-275 |
| Publication date | 2006-07-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412006290445 |
| OpenAlex | W3188884498 |
| Language | EN |
| Citations received | 11 |
| References cited | 1 |
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
Action (physics · Game mechanics · Multimedia · Theme (computing · Turns, rounds and time-keeping systems in games · Variety (cybernetics · Video game design · World Wide Web · Computer Science · Digital Games and Media · Multimedia Communication and Technology · Peer-to-Peer Network Technologies · Psychology · Artificial Intelligence
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| Citations per year | 0.65 |
|---|---|
| Citation span | 2009 - 2025 (17) |
| Highly cited | No |