2022
Grasmo, Hanne; Stenros, Jaakko
Nordic Erotic Larp: Designing for Sexual Arousal
In: International Journal of Role-Playing, iss. 12, pp. 62-105, 2022, ISSN: 2210-4909.
Journal article Open access
Abstract | Links | Tags: Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal
@article{Grasmo2022,
title = {Nordic Erotic Larp: Designing for Sexual Arousal},
author = {Hanne Grasmo and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202210107540},
issn = {2210-4909},
year = {2022},
date = {2022-10-05},
urldate = {2022-10-05},
journal = {International Journal of Role-Playing},
issue = {12},
pages = {62-105},
abstract = {Erotic larp is an emerging trend in the Nordic countries. Sexuality and socio-dramatic play have been combined in numerous ways in the past; what is new about this concentration of erotic embodied adult pretend play is that it is emerging from a culture of reflexive, critical, and bespoke design, as a tradition of art games. By studying 25 design abstracts of Nordic art larps from the last decade, this article seeks not only to map, classify, organize, and understand the phenomena of erotic larp design, but to discuss how norms of sexuality are reflected in the Nordic larp community through looking at how sexuality is thematised, described, signalled, and designed. The analysis in this article is rooted in game studies and informed by sexuality studies. In the design abstracts, we uncover how sexuality is thematised by the designers and signalled to the players, as well as how larp rules, mechanics, and expectations are designed for erotic role-play interactions. The article shows that a Nordic tradition of larps with design for erotic and sexual play has emerged during the 201 Os, how new larp mechanics scaffold erotic role-play in ways that give room for sexual arousal through layered alibis, and that these form of larps are inclusive of people of marginalised genders and sexualities, as well as of sexual kinks. The discussion also addresses the tension between liberation and oppression of sexuality in erotic larp design, as well as tensions around player agency and compelling game mechanics.},
keywords = {Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal},
pubstate = {published},
tppubtype = {article}
}
2021
Pöllänen, Sonja; Arjoranta, Jonne
"Whose Were Those Feelings?" Affect and Likenessing in Halat hisar Live Action Role-Playing Game
In: International Journal of Cultural Studies, vol. 24, iss. 6, pp. 899-916, 2021, ISSN: 1367-8779.
Journal article Open access
Abstract | Links | Tags: Affect, Affective tonality, Affektiivisuus, Larp, Larppaus, Likeness, Likenessing, Liveroolipelit, Role-play, Roolipelit, Samanlaisuus, Sosiaaliset suhteet, Subjektiivisuus, Toimintaan liittyvä rooli, Tunteet, Vaikutukseen liittyvä rooli, Yhteisöllisyys
@article{Pöllänen2021,
title = {"Whose Were Those Feelings?" Affect and Likenessing in Halat hisar Live Action Role-Playing Game},
author = {Sonja Pöllänen and Jonne Arjoranta},
url = {http://urn.fi/URN:NBN:fi:jyu-202106183861},
doi = {10.1177/13678779211023520},
issn = {1367-8779},
year = {2021},
date = {2021-11-01},
journal = {International Journal of Cultural Studies},
volume = {24},
issue = {6},
pages = {899-916},
abstract = {Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and improvise without the presence of an audience. Larps offer a place where emotions and affectivities are transmitted through the embodiment of characters. Larps offer forms of likenessing, which create new affective states for the players. We conclude that larps can be powerful tools for portraying political alternatives of actual events, and they can serve a role in raising awareness. Larps offer a productive context for studying subjectivities where the focus is on affective relationalities because larps place the participants in social positions where they take up roles that might be inaccessible to them in everyday life. Larps offer a window to visit other ‘world-lines’ – and other ways of living.},
keywords = {Affect, Affective tonality, Affektiivisuus, Larp, Larppaus, Likeness, Likenessing, Liveroolipelit, Role-play, Roolipelit, Samanlaisuus, Sosiaaliset suhteet, Subjektiivisuus, Toimintaan liittyvä rooli, Tunteet, Vaikutukseen liittyvä rooli, Yhteisöllisyys},
pubstate = {published},
tppubtype = {article}
}
2020
Stenros, Jaakko; Sihvonen, Tanja
Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play
In: Game Studies, vol. 20, iss. 4, 2020, ISBN: 1604-7982.
Journal article Open access
Abstract | Links | Tags: Digital games, Performance, Pretend play, Queer play, Role-play, Role-playing games, Single-player
@article{Stenros2020,
title = {Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play},
author = {Jaakko Stenros and Tanja Sihvonen},
url = {http://gamestudies.org/2004/articles/stenros_sihvonen},
isbn = {1604-7982},
year = {2020},
date = {2020-12-01},
journal = {Game Studies},
volume = {20},
issue = {4},
abstract = {This article aims at theory-building of the somewhat understudied functions -- performative and pretend -- of solitary play in digital role-playing games. It analyzes the single-player digital role-playing game (SPDRPG) from the perspective of play, or more precisely, of solitary play as an activity. SPDRPG is considered a specific genre of games, and these games are approached as toys that are “pretend-played” with expectations. In these games, the player is able to build and manage a player character (or several), explore the interaction possibilities between characters, and adopt a role-playing attitude. Our article is thus focused on analyzing the activities of a player through three angles: character creation, character interaction, and game mechanics.
Furthermore, the player can engage in internal play, that is, engage in pretend play by themself with the game object. In this kind of play, they can pretend that their player character adopts a role not offered or recognized by the game system while making up a personal history and a rich inner life for their character. Thus, the player carries out interpretative and transgressive work in order to craft the game experience to satisfy their expectations, which can be helped by knowing the game mechanics intimately, and through modding the game artifact. We approach this work of rendering their play personally more meaningful through the concept of queering. This work enables the game to work as a metaphoric mirror onto which the player casts an image of their hopes, fears, and dreams. As the player reaches outside the game system, the reflection is not just of the system, but of the player as well.},
keywords = {Digital games, Performance, Pretend play, Queer play, Role-play, Role-playing games, Single-player},
pubstate = {published},
tppubtype = {article}
}
Furthermore, the player can engage in internal play, that is, engage in pretend play by themself with the game object. In this kind of play, they can pretend that their player character adopts a role not offered or recognized by the game system while making up a personal history and a rich inner life for their character. Thus, the player carries out interpretative and transgressive work in order to craft the game experience to satisfy their expectations, which can be helped by knowing the game mechanics intimately, and through modding the game artifact. We approach this work of rendering their play personally more meaningful through the concept of queering. This work enables the game to work as a metaphoric mirror onto which the player casts an image of their hopes, fears, and dreams. As the player reaches outside the game system, the reflection is not just of the system, but of the player as well.
Meriläinen, Mikko; Stenros, Jaakko; Heljakka, Katriina
More Than Wargaming: Exploring the Miniaturing Pastime
In: Simulation & Gaming, 2020, ISSN: 1046-8781.
Journal article Open access
Abstract | Links | Tags: Crafting, Miniaturing, Role-play, Toy play, Wargaming, Warhammer
@article{Meriläinen2020,
title = {More Than Wargaming: Exploring the Miniaturing Pastime},
author = {Mikko Meriläinen and Jaakko Stenros and Katriina Heljakka},
url = {https://urn.fi/URN:NBN:fi:tuni-202008316793},
doi = {10.1177/1046878120929052},
issn = {1046-8781},
year = {2020},
date = {2020-06-26},
journal = {Simulation & Gaming},
abstract = {Background. Miniaturing, or painting, collecting, and gaming with miniature wargaming figurines, is a popular, yet vastly underresearched subject. Previous research suggests a multitude of practices and ways of engaging with miniatures.
Aim. This qualitative study explores the various elements of miniaturing to both map the phenomenon and build a foundation for further research.
Method. Miniaturing is explored through a thematic analysis of 127 open-ended survey responses by adult Finnish miniature enthusiasts.
Results. Responses suggest a dual core to miniaturing, consisting of crafting and gaming. In addition to these core activities, storytelling, collecting, socializing and displaying and appreciating appear commonly, with considerable individual variation. The different elements are closely intertwined, based on individual preferences and resources.
Discussion. As a pastime, miniaturing occupies an interesting position with elements of crafting, toy play and gaming, and escapes easy situating. The considerable individual variation in enthusiasts’ preferences suggests a multitude of fruitful approaches in further research.},
keywords = {Crafting, Miniaturing, Role-play, Toy play, Wargaming, Warhammer},
pubstate = {published},
tppubtype = {article}
}
Aim. This qualitative study explores the various elements of miniaturing to both map the phenomenon and build a foundation for further research.
Method. Miniaturing is explored through a thematic analysis of 127 open-ended survey responses by adult Finnish miniature enthusiasts.
Results. Responses suggest a dual core to miniaturing, consisting of crafting and gaming. In addition to these core activities, storytelling, collecting, socializing and displaying and appreciating appear commonly, with considerable individual variation. The different elements are closely intertwined, based on individual preferences and resources.
Discussion. As a pastime, miniaturing occupies an interesting position with elements of crafting, toy play and gaming, and escapes easy situating. The considerable individual variation in enthusiasts’ preferences suggests a multitude of fruitful approaches in further research.
2019
Sihvonen, Tanja; Stenros, Jaakko
On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality
In: WiderScreen, vol. 22, iss. 1-2, 2019, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality
@article{Sihvonen2019,
title = {On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality},
author = {Tanja Sihvonen and Jaakko Stenros},
url = {http://widerscreen.fi/numerot/2019-1-2/on-the-importance-of-queer-romances-role-play-as-exploration-and-performance-of-sexuality/},
issn = {1795-6161},
year = {2019},
date = {2019-11-07},
journal = {WiderScreen},
volume = {22},
issue = {1-2},
abstract = {This article investigates various kinds of analog and digital role-playing games (RPG) from the perspective of queer romance. We are interested in finding out how ‘queer’ appears in the composition of role-playing games through analysing players’ explorations and performances, as well as the options for romance in these games. We will look into a variety of role-playing games as research material in this study, from non-digital play – such as traditional tabletop role-playing games to live action role-play, or larp – to single-player digital RPGs. We ask how queerness affects the options for romance, whether localised in an event or in the composition of a single character, and what kind of exploration it serves. Is queerness to be found in the romance mechanic, or crunch, of RPGs, or is it part of the fluff: the setting and character descriptions? This article’s orientation is theoretical, and the main reference material here comes from RPG studies as well as queer game studies.},
keywords = {Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality},
pubstate = {published},
tppubtype = {article}
}