Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and Practice

Live action roleplay (larp) has a wide range of applications and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness, and futuring published in HCI venues since the early 2000s, there is not yet a compilation of this knowledge. In this article, we synthesize knowledge about larp and larp-adjacent work within the domain of HCI. We present a practitioner overview from an expert group of larp researchers, the results of a literature review, and highlight particular larp research exemplars which all work together to showcase the diverse set of ways that larp can be utilized in relation to HCI topics and research. This article identifies the need for further discussions toward establishing best practices for utilizing larp in relation to HCI research, as well as advocating for increased engagement with larps outside academia.

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Publication Details

Journal
ACM Transactions on Computer-Human Interaction
Published
2024-09-02
DOI
https://doi.org/10.1145/3689045
Citations
11
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
4.09
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article

Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and Practice

Raquel Robinson, James Fey, Katherine Isbister, Annika Wærn et al.
11 citations
ACM Transactions on Computer-Human Interaction
Innovative Human-Technology Interaction
4.09
article

Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and Practice

Raquel Robinson, James Fey, Katherine Isbister, Annika Wærn, Elena Márquez Segura, Sarah Lynne Bowman, Jon Back, Karin Johansson
article en
11 citations

Abstract

Live action roleplay (larp) has a wide range of applications and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness, and futuring published in HCI venues since the early 2000s, there is not yet a compilation of this knowledge. In this article, we synthesize knowledge about larp and larp-adjacent work within the domain of HCI. We present a practitioner overview from an expert group of larp researchers, the results of a literature review, and highlight particular larp research exemplars which all work together to showcase the diverse set of ways that larp can be utilized in relation to HCI topics and research. This article identifies the need for further discussions toward establishing best practices for utilizing larp in relation to HCI research, as well as advocating for increased engagement with larps outside academia.

ACM Transactions on Computer-Human InteractionVol. 31(5)
Uppsala University (SE), University of California, Santa Cruz (US), Universidad Carlos III de Madrid (ES), IT University of Copenhagen (DK)
Openalex Percentile: Top 6%
Innovative Human-Technology Interaction
4.09
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