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Designing Pervasive Larps Jaakko Stenros Markus Montola
 
[object Object]
[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object]
Deathgame (Killer the Game of Assassination)
BotFighters
Akoha
Chore Wars
lonelygirl15
Chain Factor
Sharkrunners
The Beggar Game
pervasive larp
Helsingin Camarilla
AmerikA
Momentum
The White Road
The Truth about Marika
Neonhämärä
city as backdrop hiding in cityscape doing things for real merging game with life altering perception societal dialogue
linked tasks coordinated social networks scene-to-scene play extremely long duration double life roletaking onion model of participation ludic markers indexical propping sensory pleasure reality as a sourcebook runtime game mastering social playground pronoia and exploration unfamiliar surroundings urban exploration emergent play play as if it was real performative play outsiders as obstacles ensemble construction
[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
city as backdrop hiding in cityscape doing things for real merging game with life altering perception societal dialogue
the designer can make her game more real by making the game pervasive the designer can create a dialogue with the society by making her game pervasive
http://pervasivegames.wordpress.com/
“ philosophies and strategies of pervasive larp design” http://knutepunkt.laiv.org/2009/book/

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Designing Pervasive Larps