PL EN


Journal
2016 | 1(9) | 197-223
Article title

From College of Wizardry to Witcher School: A Comparative Study of Franchise Larp Design

Selected contents from this journal
Title variants
PL
Od College of Wizardry do Witcher School. Studium porównawcze larpów franczyzowych
Languages of publication
EN
Abstracts
EN
A study of live action role plays as transmediations of a global franchise universe, this work analyses two cases: College of Wizardry (world of Harry Potter) and Witcher School (world of The Witcher), using Mark Wolf’s (2012) framework of eight infrastructures: space, time, character, nature, culture, language, mythology and philosophy. The case studies lead to questions and predictions about franchise larps in general. For example, characters, culture, mythology, and philosophy are most useful as vehicles for direct imitation / adaptation of elements from the franchise media (books, films or video games) to larps; philosophy is most likely to be subject to ideology-based modifications; whereas space and nature will be heavily influenced by the physical features of the game site. The text ends with a look at possible relationships between larp creators and the copyrighted multimedia entertainment industry.
PL
Przedmiotem pracy jest transmediacja uniwersum z globalnej franczyzy do teatralnej gry fabularnej (larpu). Analizie poddaję dwa przypadki: College of Wizardry (świat Harry’ego Pottera) i Witcher School (świat wiedźmina), posługując się siatką ośmiu światotwórczych infrastruktur według Marka Wolfa (2012): przestrzeń, czas, postacie, natura, kultura, język, mitologia i filozofia. Studia przypadku prowadzą do pytań i przypuszczeń na temat franczyzowych larpów w ogólności. Przykładowo, postacie, kultura, mitologia i filozofia mają największy potencjał jako kanały bezpośredniej imitacji/adaptacji elementów z franczyzy (książek, filmów, gier wideo) w larpie; filozofia jest najbardziej podatna na zmiany motywowane ideologicznie; przestrzeń zaś i natura będą w dużym stopniu warunkowane fizycznym kształtem terenu gry. Tekst kończy się spojrzeniem na możliwe relacje między twórcami larpów a przemysłem rozrywki multimedialnej chronionej prawem autorskim.
Journal
Year
Issue
Pages
197-223
Physical description
Dates
published
2016
Contributors
  • Uniwersytet Kazimierza Wielkiego w Bydgoszczy
References
  • Aarseth, E. (2006). The Culture and Business of Cross-Media Productions. Popular Communication, 4(3), 203–211. Online: <http://mediekom2008.files.wordpress.com/2008/02/aarseth_crossmedia.pdf>. Access date: 1 November 2016.
  • Booth, P. (2015). Game Play. Paratextuality in Contemporary Board Games. New York: Bloomsbury Academic.
  • Bostan, B. (2009). Player Motivations: A Psychological Perspective. Computers in Entertainment, 7(2), 1–26. Online: <http://www.silentblade.com/presentations/BBostan-2008-2.pdf>. Access date: 1 November 2016.
  • Bowman, S. L. (2010). The Functions of Role-playing Games. How Participants Create Community, Solve Problems and Explore Identity. Jefferson, North Carolina: McFarland & Co.
  • Dembiński, D. (2016). Świat larpowej turystyki. In: P. Milewski (ed.), Nasiona – drzewa – ogrody (p. 147–152). Warszawa: Stowarzyszenie Twórców Gier “Funreal.”
  • Dresang, E. T. (2002). Hermione Granger and the Heritage of Gender. In: L. Whited (ed.), The Ivory Tower and Harry Potter (p. 221–243). Columbia: University of Missouri Press.
  • Fiske, J. (1989). Understanding Popular Culture. London, New York: Routledge.
  • Fuist, T. N. (2012). The Agentic Imagination: Tabletop Role-Playing Games as a Cultural Tool. In: E. Torner, W. J. White (eds.), Immersive Gameplay: Essays on Participatory Media and Role Playing (p. 108–126). Jefferson, North Carolina: McFarland & Co.
  • Garda, M. (2010). Gra The Witcher w uniwersum wiedźmina. Homo Ludens, 2(1), 19–27.
  • Gilbert, R. M. (2015). A Potterhead’s Progress. A Quest for Authenticity at the Wizarding World of Harry Potter. In: L. S. Brenner (ed.), Playing Harry Potter: Essays and Interviews on Fandom and Performance (p. 24–37). Jefferson, North Carolina: McFarland & Co.
  • Harvey, C. (2015). Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Basingstoke: Palgrave Macmillan.
  • Herman, D. (2009a). Basic Elements of Narrative. Chichester: Wiley-Blackwell.
  • Herman, D. (2009b). Editor’s Column: The Scope and Aims of Storyworlds. Storyworlds, 1(1), vii–x. Online: <https://muse.jhu.edu/article/382823/pdf>. Access date: 1 November 2016.
  • Hutcheon, L. (2006). A Theory of Adaptation. New York: Routledge.
  • Jamison, A. (2013). Fic: Why Fanfiction Is Taking Over the World. Dallas: Smart Pop.
  • Jenkins, H. (2004). Game Design as Narrative Architecture. In: N. Wardrip-Fruin, P. Harrigan (eds.), First Person: New Media as Story, Performance, and Game (p. 118–130). Cambridge: MIT Press.
  • Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York: NYU Press.
  • Jenkins, H. (22 March 2007). Transmedia Storytelling 101. Online: <http://henryjenkins.org/2007/03/transmedia_storytelling_101.html>. Access date: 4 November 2016.
  • Jenkins, H., Ford, S., Green, J. (2013). Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: NYU Press.
  • Johnson, D. (2013). Media Franchises: Creative Licensing and Collaboration in the Creative Industries. New York: NYU Press.
  • Koljonen, J. (2015). Eye-witness to the Illusion: an Essay on the Impossibility of 360o Role-playing. In: A. Fedoseev, J. T. Harviainen, O. Vorobyeva (eds.), Nordic-Russian Larp Dialog. The English Part (p. 103–113). Moscow: COM CON Larp Convention. Online: <http://www.rpg.ru/img/book/nordic-russian-book-web.pdf>. Access date: 1 November 2016.
  • Lemke, J. (2004). Critical Analysis across Media: Games, Franchises, and the New Cultural Order. Online: <static1.1.sqspcdn.com/static/f/694454/12422473/1306521864437/Games-Franchises-CulturalOrder-2005.pdf>. Access date: 1 November 2016.
  • Mittel, J. (2014). Strategies of Storytelling on Transmedia Television. In: M.-L. Ryan, J.-N. Thon (eds.), Storyworlds Across Media: Towards a Media-Conscious Narratology (p. 253–277). Lincoln: University of Nebraska Press.
  • Mortensen, T. E. (2007). Me, the Other. In: N. Wardrip-Fruin, P. Harrigan (eds.), Second Person: Role-Playing and Story in Games and Playable Media (p. 297–306). Cambridge: MIT Press.
  • Raasted, C. (2015). College of Wizardry – The first larp to go truly viral. In: C. B. Nielsen, C. Raasted (eds.), The Nordic larp yearbook 2014 (p. 24–30). Copenhagen: Rollespilsakademiet. Online: <http://nordiclarp.org/w/images/6/6d/Nordiclarpyearbook2014.pdf>. Access date: 1 November 2016.
  • Ryan, M.-L. (1991). Possible Worlds, Artificial Intelligence and Narrative Theory. Bloomington: University of Indiana Press.
  • Ryan, M.-L., Thon, J.-N. (2014). Storyworlds Across Media. Introduction. In: M. L.-Ryan, J.-N. Thon (eds.), Storyworlds Across Media: Towards a Media-Conscious Narratology (p. 1–21). Lincoln: University of Nebraska Press.
  • Simkins, D. (2015). The Arts of larp. Literacy, Learning and Community in Live-Action Role Play. Jefferson, North Carolina: McFarland & Co.
  • Stenros, J., Montola, M. (2009). Pervasive Game Genres. In: M. Montola, J. Stenros, A. Waern (eds.), Pervasive Games. Theory and Design (p. 35–37). Burlington, Massachusetts: Morgan Kaufmann.
  • Torner, E. (2015). Larp as Adaptation. Online: <http://www.youtube.com/watch?v=lcM3gj5HwWc>. Access date: 1 November 2016.
  • Wolf, M. P. (2012). Building Imaginary Worlds: The Theory and History of Subcreation. New York: Routledge.
  • Ludography:
  • Agencja 5 Żywiołów (2015). The Witcher School design document. Online: <http://5zywiolow.com/files/serwer/design.document.witcher.school-en.pdf>. Access date: 4 November 2016.
  • CollegeofEE.com (2016). The College of Extraordinary Experiences. Attack of the Hydra. Online: <http://www.collegeofee.com>. Access date: 6 November 2016.
  • Rollespilsfabrikken & Liveform (2014). College of Wizardry. Design Document. Version 24 (05.11.2014). Online: <http://www.rollespilsfabrikken.dk/harrypotter/designdocument.pdf>. Access date: 1 November 2016.
  • The Witcher Official Wikia (2015). List of Romance Cards. Online: <http://witcher.wikia.com/wiki/List_of_Romance_Cards>. Access date: 6 November 2016.
  • Witcherschool.com (2015). Zostań Wiedźminem! Online: <http://www.witcherschool.com/home>.
  • News / Popular media:
  • Aaronlarp (10 April 2013). Did the Disney corporation just patent larp? Online: <http://www.larping.org/feat/did-the-disney-corporation-just-patent-larp>. Access date: 3 November 2016.
  • Axner, J. (9 December 2014). College of Wizardry 2014 Round-up. Online: <http://nordiclarp.org/2014/12/09/college-of-wizardry-2014-round-up>. Access date: 3 November 2016.
  • Bienia, R. (18 August 2015). Disney + Star Wars + Larp elements = Star Wars Land. Online: <http://bienia.wordpress.com/2015/08/18/disney-star-wars-larp-elements-star-wars-land>. Access date: 3 November 2016.
  • Doctorow, C. (14 July 2005). White Wolf kills its pay-for-play policy. Online: <http://boingboing.net/2005/07/14/white-wolf-kills-its.html>. Access date: 3 November 2016.
  • Olepeder (15 February 2016). White Wolf’s Lead Storyteller: There Will Be a Release in 2016. Online: <http://imagonem.org/2016/02/15/white-wolfs-lead-storyteller-there-will-be-a-release-in-2016>. Access date: 3 November 2016.
Document Type
Publication order reference
Identifiers
ISSN
2080-4555
YADDA identifier
bwmeta1.element.desklight-d9bca33b-a847-4f96-96b3-16aeedd53919
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.