tournament during the Tracon 9 event in
Tampere, Finland Roleplaying may be seen as part of a movement in Western culture towards
participatory arts, as opposed to traditional spectator arts. Participants in a LARP cast off the role of passive observer and take on new roles that are often outside of their daily life and contrary to their culture. The arrangers of a LARP and the other participants act as co-creators of the game. This collaborative process of creating shared fictional worlds may be associated with a broader burgeoning "
geek" culture in
developed societies that is in turn associated with prolonged education, high uptake of information technology and increased leisure time. In comparison to the mainstream video-game industry, which is highly commercialized and often marketed towards a male audience, LARP is less commoditized, and women actively contribute as authors and participants. LARP is not well known in most countries and is sometimes confused with other role-playing, reenactment, costuming, or dramatic activities. While
fan and
gamer culture in general has become increasingly mainstream in developed countries, LARP has often not achieved the same degree of cultural acceptability. This may be due to intolerance of the resemblance to childhood games of pretend, a perceived risk of over-identification with the characters, and the absence of mass marketing. In US films such as the 2006 documentary
Darkon, the 2007 documentary
Monster Camp, and the 2008 comedy
Role Models, fantasy LARP is depicted as somewhat ridiculous and
escapist, but also treated affectionately as a "constructive social outlet". In the Nordic countries, LARP has achieved a high level of public recognition and popularity. It is often shown in a positive light in mainstream media, with an emphasis on the dramatic and creative aspects. However, even in Norway, where LARP has greater recognition than in most other countries, it has still not achieved full recognition as a cultural activity by government bodies. Communities have formed around the creation, play and discussion of LARP. These communities have developed a
subculture that crosses over with role-playing, fan, reenactment, and drama subcultures. Early LARP subculture focused on
Tolkien-like fantasy, but it later broadened to include appreciation of other genres, especially the horror genre with the rapid uptake of the
World of Darkness setting in the 1990s. Like many subcultures, LARP groups often have a common context of shared experience, language, humour, and clothing that can be regarded by some as a lifestyle. The broader academic community has recently begun to study LARP as well, both to compare it to other media and other varieties of interactive gaming, and also to evaluate it in its own right. In 2010, William Bainbridge speculated that LARP may one day evolve into a major industry in the form of
location-based games using
ubiquitous computing. In
Denmark, Østerskov Efterskole uses LARP as an educational method of teaching subjects to high school boarding students through interactivity and simulation. LARP groups are also using simulations of current and historical events and topics like refugees and the AIDS crisis to roleplay and explore these subjects. In China, the script murder game industry (
jubensha) has continued to grow since 2015.
The New York Times reported that in 2021 "the number of scripted murder enterprises registered in China totaled about 6,500, a more than 60 percent increase from the prior year, according to state-run media". The popularization of script murder games and industry growth in China has led to both national and governmental attention with the Chinese government considering formal regulation of the industry. In October 2021, the
South China Morning Post reported that "advertisements for script-killing are prominent in China. [...] The fact that it is a new industry is precisely the problem in the eyes of the authorities. Since the Covid-19 case that brought 'script-killing' to national attention, the game has been getting mainstream traction, inviting official concerns and possible future regulations". The draft regulations state that "the contents of such games must not smear the traditional Chinese culture or contain inappropriate materials involving obscenity, gambling, drugs, and other elements that could go against moral standards". The regulations also include additional rules for minors such as not allowing "underage customers on school days" and that "children under the age of 14 must be accompanied by their parents or other guardians". ==See also==