Nordic game subcultures: Between LARPers and avant-garde
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In: GAME : the Italian journal of game studies, Vol. 2, No. 3, 2014, p. 5-14.
Research output: Journal contributions › Journal articles › Research › peer-review
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TY - JOUR
T1 - Nordic game subcultures
T2 - Between LARPers and avant-garde
AU - Fuchs, Mathias
N1 - In Vol. 2 - Critical notes von: Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
PY - 2014
Y1 - 2014
N2 - The article is about structural resemblances, linguistic and rhetoric similarities and media-strategic as well as tactical operations, that Nordic LARPers and 20th century avant-garde artists share. Many of the 20th century avant-garde movements and subcultural formations started from a shared collective experience and then branches out into refined, diversified and individualized forms of expression. Futurism, DADA and Fluxus, Punk, Emo and Goth did originally constitute a dress code, a toolset, a jargon, a mission statement and a territorial assignment within the cities they choose as the center of their activities. Manifestos defined what a Futurist, Dadaist or Punk would most probably think and say, and how he or she would say it. A similar observation can be made for the communities that engage with live action role playing games (LARPs) in the Nordic countries. The Turku manifesto and the Dogma 99 manifesto influenced directly and indirectly how the Nordic LARP subculture framed defined itself and presented itself to the world. The initiating, collective experiences of Cafe Voltaire, the Wuppertal art galleries, SOHO, and respective locations for Nordic LARPers have been constitutive for the process of identity building and identity shaping for artists and gamers alike.
AB - The article is about structural resemblances, linguistic and rhetoric similarities and media-strategic as well as tactical operations, that Nordic LARPers and 20th century avant-garde artists share. Many of the 20th century avant-garde movements and subcultural formations started from a shared collective experience and then branches out into refined, diversified and individualized forms of expression. Futurism, DADA and Fluxus, Punk, Emo and Goth did originally constitute a dress code, a toolset, a jargon, a mission statement and a territorial assignment within the cities they choose as the center of their activities. Manifestos defined what a Futurist, Dadaist or Punk would most probably think and say, and how he or she would say it. A similar observation can be made for the communities that engage with live action role playing games (LARPs) in the Nordic countries. The Turku manifesto and the Dogma 99 manifesto influenced directly and indirectly how the Nordic LARP subculture framed defined itself and presented itself to the world. The initiating, collective experiences of Cafe Voltaire, the Wuppertal art galleries, SOHO, and respective locations for Nordic LARPers have been constitutive for the process of identity building and identity shaping for artists and gamers alike.
KW - Cultural studies
KW - LARP
KW - manifestos
KW - Futurism
KW - Fluxus
KW - Role Playing Games
KW - Punk
M3 - Journal articles
VL - 2
SP - 5
EP - 14
JO - GAME : the Italian journal of game studies
JF - GAME : the Italian journal of game studies
SN - 2280-7705
IS - 3
ER -