The Post-Game Foodmob: Labor and Leisure in LARPing
DOI:
https://doi.org/10.26503/dl.v2020i1.1305Keywords:
larp, labor, power, serious leisure, co-creativity, producer, consumer, assassins’Abstract
LARPing is a co-creative medium, in which participants collaboratively construct storyworlds, eschewing a traditional producer/consumer dichotomy. (Montola, 2012, Stark 2012) To facilitate co-creation, LARPing communities group participants as GMs or players, dividing up narrative roles (Montola, 2008) The negotiation of this division of narrative power has been extensively researched, mostly in Nordic LARPing communities. (Hammer, 2007, Sternos, 2016) However, there is less work on how divisions of creative control correspond to divisions of labor, and attitudes about what constitutes “work.” In this paper, I draw on participant observation and interviews in the MIT Assassins’ Guild, an American LARPing group, in order to explore attitudes about narrative control, labor, and power. I argue that, while the Assassins’ Guild is a non-commercial organization, where most members regard their participation as leisure, social relationships between players and GMs reflect vestiges of a producer/consumer relationship, which Guild members simultaneously reject and borrow from.Downloads
Published
2020-01-01
Bibtex
@Conference{digra1305, title ="The Post-Game Foodmob: Labor and Leisure in LARPing", year = "2020", author = "Glenhaber, Mehitabel", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://doi.org/10.26503/dl.v2020i1.1305}", booktitle = "Proceedings of DiGRA 2020 Conference: Play Everywhere"}
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