TY - JOUR
T1 - Live action role-playing games
T2 - Control, communication, storytelling, and MMORPG similarities
AU - Tychsen, Anders
AU - Hitchens, Michael
AU - Brolund, Thea
AU - Kavakli, Manolya
PY - 2006
Y1 - 2006
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=61049228395&partnerID=8YFLogxK
U2 - 10.1177/1555412006290445
DO - 10.1177/1555412006290445
M3 - Article
AN - SCOPUS:61049228395
SN - 1555-4120
VL - 1
SP - 252
EP - 275
JO - Games and Culture
JF - Games and Culture
IS - 3
ER -