The document discusses the design of pervasive live action role-playing games (larps). It defines pervasive games as games that expand the boundaries of play spatially, temporally, or socially. Examples of pervasive larps mentioned include Helsingin Camarilla, AmerikA, Momentum, and The White Road. Key aspects of pervasive larps discussed include using the city as a backdrop, merging game and real life, altering players' perceptions, and creating societal dialogue.
22. city as backdrop hiding in cityscape doing things for real merging game with life altering perception societal dialogue
23. linked tasks coordinated social networks scene-to-scene play extremely long duration double life roletaking onion model of participation ludic markers indexical propping sensory pleasure reality as a sourcebook runtime game mastering social playground pronoia and exploration unfamiliar surroundings urban exploration emergent play play as if it was real performative play outsiders as obstacles ensemble construction
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26. city as backdrop hiding in cityscape doing things for real merging game with life altering perception societal dialogue
27. the designer can make her game more real by making the game pervasive the designer can create a dialogue with the society by making her game pervasive