M - Z

Malterud, N. (2012). Kunstnerisk utviklingsarbeid – nødvendig og utfordrende. (pp. 57-68) Nordic Journal of Art and Research

Markussen, T., & Knutz, E. (2013, September). The Poetics of Design Fiction. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces (pp. 231-240).

Meskin, Singh, and van der Walt, 2014. Putting the Self in the Hot Seat: Enacting Reflexivity through Dramatic Strategies, Educational Research for Social Change (ERSC) Volume: 3 No. 2, pp. 5-20 

Miller, Henry. 1952. The books of my life. New Directions.

Montola, Markus, Stenros, Jaako and Saitta,Eleanor, 2015. The Art of Steering – Bringing the Player and the Character Back Together, The Knudepunkt 2015 Companion Book.

Murgier, Charlotte, 2013. La part du propre (oikeion) dans la constitution du concept stoïcien d’appropriation (oikeiosis). Methodos, 13. 

Nielsen, Rikke Kristina, Buono, Anthony, & Poulfelt, Flemming. 2017. At the Knowledge Interface: Developing Co-created Research Competency. Academy of Management Proceedings (Vol. 2017, No. 1, p. 11156).

Nietzsche, Friedrich. 1874. On the Advantage and Disadvantage of History for Life. Hackett, 1980.

Nordic Larp Wiki, n.d. https://nordiclarp.org/wiki/Main_Page

Otting, Ylva. 2022. The Online Larp Road Trip. In Distance of Touch: The Knutpunkt 2022 Magazine. Knutpunkt 2022 companion book.

Padfield, Natasha; Camilleri, Kenneth; Camilleri, Tracey; Fabri, Simon and Marvin Bugeja. 2022. A Comprehensive Review of Endogenous EEG-Based BCIs for Dynamic Device Control. In Sensors 22, vol. 15.

Patton, Shawn. 2018. Playtesting VR, talk for VRDC GDC 2018. https://www.shawnpatton.com/playtestingvr2018/Shawn_Patton_VRDC_PlaytestingVR_2018.pdf

Pettigrew, Andrew. 2008. ‘Scholarly Impact’ and the Co-production Hypothesis. Global Focus-European Foundation for Management Development, 8.

Pula, Robert in Korzybski, Alfred. 1995. Science and Sanity: An Introduction to Non-Aristotelian Systems and General Semantics. New York: Institute of General Semantics.

Rapp, A. 2020. Design Fictions for Learning: A Method for Supporting Students in Reflecting on Technology in Human-Computer Interaction Courses.Computers & Education, 145.

Rostami, A., Rossitto, C., McMillan, D., Spence, J., Taylor, R., Hook, J., ... & Barkhuus, L. (2017). Glimpses of the future: designing fictions for mixed-reality performances. interactions, 25(1), 46-51.

Robinson, Sarah and Juhani Pallasmaa. 2017. Mind in Architecture, Neuroscience, Embodiment, and the Future of Design. The MIT Press.

Russel, Legacy. 2013. Digital Dualism And The Glitch Feminism Manifesto. The Society Pages. https://thesocietypages.org/cyborgology/2012/12/10/digital-dualism-and-the-glitch-feminism-manifesto/, ref August 2023.

Sargent, Lyman Tower. 2010. Utopianism. New York: Oxford University Press.

Thibault Schiemann, 2021. Magic in Infinite Mystery, a manifesto, Book of Magic - Knutepunkt 2021 companion book.

Sennet, Richard. 2008. The Craftsman, Yale University Press.

Shuo, Xiong; Ruoyu, Wen and Mátyás Hartyándi. 2022. The Chinese Hotpot of Larp. Distance of Touch: The Knutpunkt 2022 Magazine.

Segerina, Usva. 2019. On the commodification of larp. Nordic larp.https://nordiclarp.org/2019/12/17/on-the-commodification-of-larp/, ref. July 2023.

Sontag, Susan. 1966. Against interpretation, Farrar, Straus and Giroux.

Stenros, Jaakko and MacDonald,James Lórien. 2020. Beauty in Larp. What Do We Do When We Play? Solmukohta 2020 companion book.

Steele, Samara Hayley. 2016. The Reality Code: Interpreting Aggregate Larp Rules as Code that Runs on Humans. International Journal of Role-Playing 7: 30-35.

Tanenbaum, Theresa Jean. 2014. Design fictional interactions: why HCI should care about stories. Interactions, 21(5), 22-23.

Tanenbaum, Theresa Jean, Tanenbaum, Karen. & Wakkary, Ron. 2012. Steampunk as Design Fiction, Proc. CHI’12, pp. 1583–1592.

Tarkovsky, Andrei. 1985. Sculpting in Time, Reflections on the cinema. Random House UK, 1992.

Torner, Evan. 2020. Labor and Play. In What Do We Do When We Play? Solmukohta 2020 companion book.

Valéry, Paul. Le Bilan de l’intelligence. Éditions Allia, 1935.

Valéry, Paul. Regards sur le monde actuel. Folio Essais, 1961.

Vejdemo, Susanne. 2018. Play to lift, not just to lose. Reshuffling the deck, Knutepunkt 2018 companion book.

Virilio, Paul. 1988. La Machine de vision, Galilée.

Winnicott, Donald. 1971. Playing and Reality. Routledge.

Woolf, Virginia. 1926. Modern Fiction.

Wright Mills, Charles. 1959. On Intellectual Craftsmanship, Oxford, Oxford University Press.

Yasseri, Taha, Gildersleve, Patrick and Lea David. 2022. Collective Memory in the Digital Age. In Collective Memory, Elsevier.

Yizhou, Zeng; Simeng, Zhu and Valliappan Raj. 2020. A Discussion of the Application of Artificial Intelligence In the Management of Mass Media Censorship in Mainland China. Proceedings of the Artificial Intelligence and Complex Systems Conference.

Zaccharini, John-Paul. 2021. Decolonizing Artistic-Research, Online workshop organized by Uniarts Stockholm.

Zalnieriute, Monika and Tatiana Cutts. 2022. How AI and New Technologies Reinforce Systemic Racism. Study commissioned by the United Nations.

Zepke, Nick. 2014, Student engagement research in Higher Education: questioning an academic orthodoxy, Teaching in Higher Education 19, no. 6: 697–708.

Žižek, Slavoj, 1994. Mapping ideology, Verso books.

F-L

Fatland, Erik. 2013. Debriefing intense larps 101, Erik Fatland blog, http://larpwright.efatland.com/?p=384, ref. November 2023.

Fifteen Questions, n.d, https://15questions.net/interview/fifteen-questions-interview-aleksi-perala/page-1/

Fisher, Mark. 2009. Capitalist Realism: Is There No Alternative? Zero Books.

Foucault, Michel. 1977. “The Confession of the Flesh” interview. In Power/Knowledge Selected Interviews and Other Writings (ed Colin Gordon), 1980: pp. 194-228. 

———. Michel. The Confession of the Flesh (Colin Gordon, 1980)

———. Michel. Des Espaces Autres. In Architecture, Mouvement, Continuité, no 5, 1984.

———. M. 2001. L’herméneutique du sujet. Paris, Hautes Études/Gallimard/Seuil.

Fox, Margalit. 2015. Brian Sutton Smith, Scholar of What’s fun, The New York Times, https://www.nytimes.com/2015/03/15/science/brian-sutton-smith-scholar-of-whats-fun-dies-at-90.html, ref November 2023.

Friesen, Norm. 2014. Telepresence and Tele-absence: A Phenomenology of the (In)visible Alien Online. In Phenomenology & Practice, vol 8 special issue Being Online, edited by Norm Friesen and Stacey O. Irwin.

Girvan, Carina. 2018. What is a virtual world? Definition and classification. Education Tech Research Dev 66, 1087–1100. 

Graeber, David. 2006. Dead Zones of the Imagination: On Violence, Bureaucracy, and Interpretive Labor: The Malinowski Memorial, lecture, Goldsmiths, University of London. HAU: Journal of Ethnographic Theory, vol. 2, n.2.

Grand, S. and M. Wiedmer, Design Fiction: A Method Toolbox for Design Research in a Complex World, in proceedings of the DRS 2010 conference: Design and Complexity, Montreal, 2010.

Grau, Oliver. Virtual Art: From Illusion to Immersion. The MIT Press, 2002.

Greenhalgh, T., Jackson, C., Shaw, S., & Janamian, T. 2016. Achieving Research Impact Through Co‐creation in Community‐based Health Services: Literature Review and Case Study.The Milbank Quarterly, 94(2), 392-429.

Gunn, A., & Mintrom, M. 2017. Evaluating the Non-academic Impact of Academic Research: Design Considerations.Journal of Higher Education Policy and Management, 39(1), 20-30.

Hales, D. (2013). Design Fictions: An Introduction and Provisional Taxonomy.Digital Creativity, 24(1), 1-10.

Haraway, Donna J. 2016. Staying with the Trouble, Making Kin in the Chthulucene. Duke University Press Books.

Hayes, S. L. 2018. Invisible Labour: Do We Need to Reoccupy Student Engagement Policy?LATISS, 11(1), 19-34.

Holkar, Mo. 2020. Larp and Prejudice. Nordic Larp.https://nordiclarp.org/2020/06/08/larp-and-prejudice-expressing-erasing-exploring-and-the-fun-tax/, ref August 2023

hooks, bell. 1994. Teaching to Transgress: Education as the Practice of Freedom. London: Routledge, 194.

Hofstadter, Douglas & Sander, Emmanuel. 2013. Surfaces and Essences: Analogy as the Fuel and Fire of Thinking, Basic Books.

Husserl, Edmund. 1936. The Crisis of European Sciences and Transcendental Phenomenology. Northwestern University Press, 1970.

Jameson, Fredric. 1994. The Seeds of Time. New York: Columbia University Press.

Johnson, Brian David. 2011. Science Fiction for Prototyping: Designing the Future with Science Fiction. Morgan and Claypool.

Jones, Castiello; Koulu & Torner . 2016.  Playing at Work Labor, Identity and Emotion in Larp. In Larp Politics. In Systems, Theory, and Gender in Action, edited by Kaisa Kangas, Mika Loponen, and Jukka Särkijärv. Ropecon ry.

Kemper, Jonaya. 2018. More than a Seat at the Feasting Table. Nordic Larp.https://nordiclarp.org/2018/02/07/more-than-a-seat-at-the-feasting-table/, ref. July 2023.

Kirby, David. 2010. The Future Is Now: Diegetic Prototypes and the Role of Popular Films, Generating Real-World Technological Development. Social Studies of Science, 40(1), 41-70.

Korzybski, Alfred. Science and Sanity: An Introduction to Non-Aristotelian Systems and General Semantics. New York: Institute of General Semantics, 1995.

Kvittingen Djukastein, Irgens, Lipsyc, and Løveng Sunde., 2021.  Book of Magic, vibrant fragments of larp practices, Knutpunkt companion book.

Lang, Ben, 2020. Analysis: ‘Half-Life: Alyx’ Adds Nearly 1 Million VR Users to Steam in Record Gain, RoadtoVR, ref. November 2023.

Lang, Bodo, Dolan, Rebecca, Kemper, Joya and Northey, Gavin. 2021. Prosumers in times of crisis: definition, archetypes and implications, Journal of Service Management, vol. 32, n. 2, 176-189. 

Lee, Stefano Kewan. 2021. Through Someone Else’s Eyes: A Confession, Book of Magic, vibrant fragments of larp practices, Oslo: Knutpunkt companion book.

Levin, Hilda. 2023. Bridging Historical and Present-Day Queer Community Through Embodied Role-Playing. International Journal of Role-Playing, no. 14 (September): 82-90.

Lipovetsky, Gilles and Serroy, Jean, 2016. L'esthétisation du monde, Paris: Gallimard, Folio Essais.

Lipsyc, Nadja, Jaller, Camilla and Howard, Frederick, 2020. Axes of tension, Navigating craft, institution and industry as an art-researcher in film and new media, International Journal of Film and Media Arts, 5(2), 9-26

——— Nadja, 2024. Comments on VR and Larp. forthcoming Solmukohta book.

Lindemann, Gesa and David Schünemann. 2020. Presence in Digital Spaces. A Phenomenological Concept of Presence in Mediatized Communication. In Human Studies, vol. 43. Open access onhttps://link.springer.com/article/10.1007/s10746-020-09567-y

Bibliography

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Anderson, Laurie. 2021. The Norton Series: Spending the War without you. Mahindra Humanities Center at Harvard. (Zoom lectures)

Arendt, Hannah. 1954. Understanding and Politics. Partisan Review, vol. 20,  no. 4 (July–August 1953): 377–92.

Asher, Claire. 2017. Playing Dangerously: The Environmental Impact of Video Gaming Consoles. Mongabay. https://news.mongabay.com/2022/10/playing-dangerously-the-environmental-impact-of-video-gaming-consoles/, ref. July 2023.

Auger, J. 2013. Speculative Design: Crafting the Speculation. Digit. Creat., vol. 24, no. 1, pp. 11–35.

Benjamin, Walter. 1935. The Work of Art at the Age of Reproduction. In Illuminations, edited by Hannah Arendt. Schocken Books, 1969.

Bey, Hakim. 1985. T.A.Z.: The Temporary Autonomous Zone. Autonomedia

Birtalan, Áron. 2023. The Abyss Between Our Hands. Guided tape and publication. Self-published.

Bleecker, Julian. 2009.  Design Fiction: A short essay on design, science, fact and fiction.. Near Future Laboratory. http://www.nearfuturelaboratory.com.

Böcking, Saskia.  2008Suspension of disbelief, The international encyclopedia of communication.

Bowman, Sarah Lynne. 2010. The Functions of Role-Playing Games: How Participants Create Community, Solve Problems, and Create Community. Jefferson, NC: McFarland & Co.

Bowmann, Sarah Lynne. 2017. Immersion into Larp. First-Person Scholar. http://www.firstpersonscholar.com/immersion-into-larp/, ref. August 2023.

Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2019. Transformative Role-Play: Design, Implementation, and Integration. Nordic larp. https://nordiclarp.org/2019/12/10/transformative-role-play-design-implementation-and-integration/, ref. November 2023.


Brown, Alex. 2022. Imagining a Zero Carbon Future: Environmental Impact of Player Travel as a Design Choice. Nordic Larp. https://nordiclarp.org/2022/11/07/imagining-a-zero-carbon-future-environmental-impact-of-player-travel-as-a-design-choice/, ref. July 2023.

Buolamwini, Joy. 2019. Artificial Intelligence Has a Problem With Gender and Racial Bias. Here’s How to Solve It. Time. https://time.com/5520558/artificial-intelligence-racial-gender-bias/, ref. July 2023.

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References

VR experiences and softwares

Ancient Hours (2022): a hybrid VR larp using VRChat, collaboration between Nadja Lipsyc (Design) and Josefine Rydberg (Production). Playtested at Grenselandet 2022 and premiered at The Smoke 2023.

Ayahuasca VR (2020): Experience by Atlas V, Small Studio by MacGuff, and Ryot.

Beat Saber (since 2018): Futuristic rhythm game.

Chalkroom (2018): Experience by Laurie Anderson and Hsin-Chien Huang

Dates in Real Life (2024): Series partly shot in VR, directed by Jakob Rorvik and produced by Maipo Films for NRK.

Drift (2015): VR die and retry by Ferdinand Dervieux and Aby Batti.

Eat, Sleep, VR, Repeat (2023): Fatboy Slim Concert by EngageVR.

Gravity Sketch: VR native design software that allows you to model 3D objects with collaborators.

Lone Wolves Stick Together VR: larp designed by Nadja Lipsyc as part of the Norwegian National Artistic Research PhD program. Developed with Breach VR and playtested in 2023. Older prototypes have been tested in 2020 and 2018.

Notes on Blindness: Into Darkness (2016): short film directed by Arnaud Colinart, Amaury La Burthe, Peter Middleton & James Spinney and produced by Ex Nihilo, ARTE France, Archer’s Mark.

Oxymore (2022): Jean-Michel Jarre Concert by Vrroom.

The Under Presents: Tempest (2020): immersive theater piece directed by Samantha Gorman and produced by Tenderclaws.

VRChat (since 2014): social online virtual world platform that relies on Unity-based user-content. VRChat worlds mentioned in this article: Club Babylon by Rikke Jansen (private), VR Furry Karaoke by Duutsu (public), Wind and Grass by Byanca (public).

Welcome to the Respite (2021): immersive theater piece by the Ferryman Collective

What Remains of Edith Finch (2017): narrative video game  by Giant Sparrow 

Music

Eduard Artemyev

Biosphere

Kali Malone

Evigt Morker

Aleksi Perälä

Abdulla Rashim

Valentin Silvestrov

Kaitlyn Aurelia Smith