‘Can’t Stop The Signal?’ The Design of the Dutch Firefly LARP

Authors

  • Nicolle Lamerichs

Keywords:

larp, role-playing, fandom, design, immersion, co-creation

Abstract

In this paper, I analyze the design of a Dutch live-action role-playing game (LARP), based on the television series Firefly. I discuss it as part of the recent participatory culture in which fans mediate existing fiction into other products such as games. Game studies have often bypassed types of gaming that are initiated by players themselves by taking professional and digital games as their starting points. By focussing on a local example of a fan game, I hope to provide new insights in game design and play. After disseminating between fan and game practices, and sketching some of the previous research thereof, I shall elaborate upon the design of the game in four ways by focussing on the designer, the context, the participants and its construction of meaningful play. I argue that the fan LARP displays a particular design perspective based on the co-creative ethos of role-playing and fandom itself. Whereas existing research isolates the actors that are relevant in game practices, designer, player and fan modes clearly interrelate here.

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Published

2011-01-01

Bibtex

@Conference{digra526, title ="‘Can’t Stop The Signal?’ The Design of the Dutch Firefly LARP", year = "2011", author = "Lamerichs, Nicolle", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/526}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}