Tag: capitalism

  • The Spirit of Christmas

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    The Spirit of Christmas

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    My mother has always believed in having a big family Christmas. The director of a circus by profession, she brought that same organizational and creative energy into the way we celebrated the holidays. The way I remember Christmas from my childhood, it was really quite the perfect family occasion, thanks to significant collective effort.

    I come from a secular family of Finnish socialists and the Christian connotations of Christmas were foreign to me when I was growing up. In Finnish, Christmas is “joulu”, a word with no inherent religious meaning. When we decorated our Christmas tree, the pride of place at the top went to the red star of communism.

    Our Christmas consisted of a series of rituals. Going to the Christmas tree market with my stepfather and siblings and carrying the tree home. Bringing out the box of decorations and hanging them on the tree. The traditional Christmas breakfast, rice porridge. If you found the almond, you got to make a wish. One year my mother decided to cut down on sibling infighting by putting in enough almonds for all four of us.

    Photo by Tuomas Puikkonen on Flickr. Photo has been cropped.

    In Finland, we open the presents on Christmas Eve. That’s also when the most significant family dinner takes place. Nobody in our family played the role of Santa. Instead, my Mom would pretend that she’d seen Santa fly across the sky with the reindeer from a window in the furthest room in our apartment.

    We ran over to look.

    As we did this, my parents quickly took the giant burlap sack of Christmas presents into the hallway outside our apartment and silently closed the door. As we returned, my Mom would knock on the underside of the dinner table and say: “Did you hear that? It must be Santa at the door!”

    We ran to the front door, opened it, and sure enough the presents were there!

    As I grew older, my mother remarried and our group of siblings grew. I switched teams, helping my stepdad carry the sack of presents outside while my youngest siblings rushed to see Santa from the window.

    The relationship I have with Christmas is positive and is not complicated at all, thanks to all the work my mother and the rest of the family put into it over the years.

    Photo by Tuomas Puikkonen on Flickr.

    The Training Center

    In December of 2022, I played in the long-delayed Helsinki run of the larp Midwinter Revisited, with Anni Tolvanen as the project lead. The original Midwinter was created by Avalon Larp Studios and played in the U.K. in 2020, led by Martine Svanevik. Revisited was mainly created as a Finnish international production, expanded to twice the size of the original with new, redesigned and broadened content.

    Midwinter Revisited is set in Santa’s Workshop. The characters are elves and Christmas is just around the corner, with everyone making sure the last gifts are produced so children everywhere will be happy and full of joy. The elves love their work and throw themselves at their long shifts with jolliness in their hearts.

    Photo by Tuomas Puikkonen on Flickr.

    Or put another way, the Workshop is a sweatshop where a workforce of elves is forced to endure long hours of tedious work while having to pretend they’re happy. Smiling is mandatory and those who are insufficiently jolly will be punished. Santa Claus isn’t really present in the daily lives of the elves and the Workshop is instead run by the Krampus.

    The character I played was a part of this somewhat anomalous group in the larp’s structure. The word Krampus denoted an individual character, the principal villain of the larp. It also meant the collective group of characters working under her, of which I was part of. Finally, it acquired an emergent meaning as the physical location where we took recalcitrant elves for retraining. Officially called The Training Center, it was often also called just The Krampus.

    The elves all dressed in Christmas gear: Lots of reds, browns and greens. The Krampus were dressed all in black, creating a striking visual contrast. Collectively, we were a cross between the wealthy family depicted in the TV show Succession and the staff of a torture facility.

    There were severe class distinctions between the different elf families in Midwinter Revisited. They were made concrete by the living arrangements, with the physical location of the family’s domicile showing how wealthy they were. Still, for me as a Krampus character these distinctions were less visible because the design placed us above all of it.

    The core themes of Midwinter Revisited were Christmas and capitalism. What is the meaning of Christmas? What does work mean under the demands of capitalist production? In the cosmology of the larp, the production of gifts created magical power which was hoarded by the Krampus and used to maintain control over the entire operation.

    Photo by Tuomas Puikkonen on Flickr.

    Sincerity

    The simple genius of Midwinter Revisited lies in the way it treats Christmas with the utmost seriousness, while also leaving space to be playful. Christmas-themed movies and songs are often schmaltz or parody but this time, you as a player are really invited to consider what Christmas means for you. And not just from a political perspective, but in emotional and cultural terms as well.

    What does the spirit of Christmas mean for me?

    Sincerity is always difficult to pull off because it’s so close to cringe. Yet when it works, it’s very powerful. It was nice to be able to reflect on Christmas in a context that’s not saccharine, schmaltzy, or a parody, yet not without a critical edge either. What is this thing that permeates our society every year?

    The way schmaltz was incorporated into Midwinter Revisited was particularly ingenious. All the tackiness of Christmas was right there, in songs, physical props, costumes and even the language we used. However, the critique of capitalism inherent in the larp’s design positioned the schmaltz for critical appraisal while also allowing us to play with it. A rare case where you manage to have your cake and eat it too.

    Each of the characters belonged to a family, a work group, a club and a secret society, with the exception of the Krampus whose family was the same as the work group. This is classic larp design of course, making sure each character has a variety of social contexts.

    Photo by Tuomas Puikkonen on Flickr.

    One of the groups was dedicated to spiritual exploration of the meaning of Christmas. Every time I walked past the group and their collective gatherings, I felt a deep sense of larp envy. It looked so warm and communal! I considered joining in but felt that their play might be damaged by one more Krampus character.

    The last hours of the larp were a chaotic, magical time. The revolt against the sweatshop capitalism of The Workshop Inc. had started but a new order was yet to form. Some were afraid, others freed by disorder. A crown of light seeming to represent the spirit of Christmas moved in the crowd creating a repeating scene of wonder and magic that felt surprisingly genuine. I had a moment with it too but I’d played a cynical Krampus character too long to be able to immediately shift gears convincingly. I felt sad afterwards because I wanted to explore that part of the larp’s emotional range more fully and didn’t entirely succeed.

    When the signal for the last work shift of the larp sounded, most of the workers were on strike. Managers had to go down to the workshop to make toys, creating one of the most eerie sights of the entire larp. They were too few, too shocked, stooped under the harsh lights trying to keep the workshop running when the power they represented had already failed.

    Photo by Tuomas Puikkonen on Flickr.

    O Christmas Tree

    Christmas is celebrated in many different countries but these celebrations are not uniform in style. What’s normal in one country is strange in the next. Midwinter Revisited was an international larp, meaning that players came from many different cultures and brought their own assumptions with them.

    The variety of Christmas customs wasn’t to the detriment of the larp. Each of the three acts started with the song O Christmas Tree, the English version based on the German original, called O Tannenbaum. I felt the song worked wonderfully as an anthem for the whole larp despite the fact that it had never been part of my own Christmas tradition.

    The song shares the same tune as “The Red Flag,” the U.K.’s Labour Party’s anthem, which will become relevant later.

    Photo by Tuomas Puikkonen on Flickr.

    The concept of jollity was central to a lot of the larp’s rhetoric. The elves were constantly exhorted to be jolly, to be happy and enjoy their work. This was a key part of the larp’s critique of modern capitalism. It wasn’t enough that you had to work. You had to enjoy it, and if someone didn’t seem to be jolly enough, that was reason to punish them. There was a department called Jollity Assurance tasked with ensuring requisite levels of jollity at all times.

    I can make the connection between jollity and Christmas in the context of Anglo-American Christmas culture but not really in my own. Finnish Christmas traditions have a somber quality, meaning that in the context of our Christmas you can be happy or sad.

    One of our most famous sad Christmas songs is called “Varpunen jouluaamuna,” which tells of a little bird flying, hungrily looking for food in the frozen snow fields of the Christmas morning. A little girl gives the bird a seed, only to discover that the bird is her dead brother.

    Adapting to the larp’s version of Christmas wasn’t as simple as adapting to the Anglo-American version of the holiday because it had more cultural depth and variety than that. It felt like we as players from different countries were looking for a Christmas shared across our particular cultural boundaries.

    The larp’s soundtrack came with an interesting twist. It wasn’t limited to English language Christmas songs but also included a Finnish song and other non-Anglo ones. When I first heard a Finnish Christmas song on the soundtrack, I experienced a moment of cultural confusion, like I was shifting from one Christmas paradigm to another.

    Photo by Tuomas Puikkonen on Flickr.

    This wasn’t to the detriment of the larp at all. Rather, I experienced it as a moment of reflection on what the larp meant for me. What did it mean to navigate the different conventions of my own culture and that of Anglo-American cultural imperialism? What did that mean in the specific context of Christmas, with tram stops all over Helsinki decorated with ads celebrating Coca-Cola Christmas?

    The Torture Queue

    Oppression play has a long history in Nordic larp. Systems of oppression create action and emotion, making for powerful and dynamic larp. If you’ve ever organized a larp with a significant element of oppression you’ve probably found out that it’s hard work. People don’t oppress themselves! You have to put in the work to really make an oppressive system run.

    One facet of this is when you create a system where a police force (The Reindeer Guard in this larp) arrest people and drag them to a punishment center. This can be a torture chamber, a prison, an interrogation or what have you, depending on the larp.

    Running one of these centers in a larp is an art unto its own. There are many difficulties to consider. Experienced Nordic larpers often regard being interrogated or tortured as interesting larp content. Many steer their play purposefully towards it. In some larps, this has resulted in what is colloquially known as the “torture queue”. Because torture capacity is limited, characters and players have to wait before they can be tortured.

    This is just simple logistics. If there are two torturers and a single torture scene lasts for an hour, this means that the larp can only accommodate torture scenes for two players every hour. If the larp has 100 players, this creates a significant bottleneck. Some players will miss out on the torture.

    Photo by Tuomas Puikkonen on Flickr.

    To resolve this issue, Midwinter Revisited’s design gave us in the Krampus our own space, the Training Center, a big classroom-like area with chairs and desks as well as a raised platform where we had our own luxurious Christmas tree, piles of presents and a table full of interesting knickknacks. The idea was that the Krampus characters were the only ones to be able to enjoy a luxurious family Christmas, and the elves being re-educated had to watch.

    The point of the classroom setting was to do big oppression scenes, where one Krampus player could handle as many as six or even ten characters simultaneously. This way, the torture queue would not happen because scenes could roll all continuously, for as many characters as needed.

    In practice, it didn’t really work out like this. For much of the larp, the Training Center wasn’t training anyone. We had the opposite problem from the torture queue: Often it was difficult to get people to come in at all.

    I figured there were a few different reasons why this was. There were a lot of first time players at the larp and maybe it wasn’t obvious to them that playing oppression scenes is fun. That’s more of an experienced Nordic larper thing. Some players and characters may have tried to avoid getting tortured, as amazing as that sounds.

    Some may have wanted an intimate one-on-one torture scene, and when that wasn’t in the cards, lost interest.

    Photo by Tuomas Puikkonen on Flickr.

    It was very difficult for us in the Krampus to draw victims in. The process involved tasking the Reindeer Guard with arresting individual elves and bringing them to us. Because we wanted to make larger scenes of oppression, the arrest lists we drew up often had five or six names.

    The problems this situation created were many. Because the Krampus was somewhat separate from the rest of the larp, we often simply didn’t know what was happening. Because of this, it was often difficult to know who needed to be arrested.

    It was very difficult for the Reindeer Guard to arrest multiple characters quickly. I’ve seen this issue in other larps as well. Going around the larp with a list of names and trying to find the right people takes time and often fails entirely due to larp chaos. Thus, I ended up giving the Reindeer Guard tasks that were either very difficult or actually impossible for them to fulfill.

    The logistical problems of oppression play are absolutely not unique to Midwinter Revisited and many great scenes were played. The structural idea of scaling up the machinery of oppression was a good one.

    Photo by Tuomas Puikkonen on Flickr.

    Red Christmas

    In the larp’s third and final act, it was clear the revolution was upon us. The question was which way would it go. Will the old status quo be restored, will a paternal figure like Santa Claus (or a maternal figure like the Krampus) emerge or will the revolution lead to a workers’ paradise?

    For my character, this was rather anxiety-inducing as I was part of the machinery of oppression. My character was a medical doctor of sorts and I spent much of the larp dispensing and withholding Jollity Pills, an all-purpose drug that could be amphetamines, antibiotics or a miracle cure. As a medical torturer, at first glance it didn’t look like I’d fare very well under the new worker-led regime.

    I had a scene with another Krampus character where we talked about our worries for the future and the line we held onto was this one: “No matter who ends up in power, they’ll always need people like us.” Of course, the fiction of the larp ends when the larp ends, so the future of our characters remains unknowable, as it should be.

    Photo by Tuomas Puikkonen on Flickr.

    Midwinter Revisited had a mechanism where players could mark which Christmas ideology their character subscribed to at the end. White for a corporate option where Christmas is controlled by a company or a foundation run by the elves. Green for a religious or royalist wish to see a figure like Santa Claus or the Krampus returned to the top. Red for a Christmas not controlled by any one entity, but instead owned collectively.

    White would have been the obvious choice for me but I decided late in the larp that I needed a bit of character development to keep things interesting. I felt that my character was a born lackey so in a situation where the old order was crumbling, the green option was the most promising one. It still suggested that there would be power to serve.

    The way it would work was that the central visual motif of the larp, the grand Christmas tree, would be lit one of the three colors, depending on which way the larp went. The moment when the song O Christmas Tree played, only to suddenly switch to The Red Flag as the tree was bathed in red light was very powerful. The musical switch was rather elegant because the songs shared the same tune. And of course, the red Christmas was familiar to me from my childhood already.

    As a player, it was the ending I wished for, despite my character’s royalist hopes. A Christmas we can all believe in!

    Photo by Tuomas Puikkonen on Flickr.

    Credits

    Midwinter Revisited is a redesigned and extended edition of the larp Midwinter, originally run by by Avalon Larp Studio in Birmingham, UK, in January 2020. The original design was envisioned and directed by Martine Svanevik.

    Midwinter Revisited is an independent piece based on the original work.

    The Workshop, Inc. Helsinki Division

    Production and design lead, sound design: Anni Tolvanen

    Narrative and character design: Simon Brind

    Narrative and runtime design: Johana Koljonen

    Character design, production coordination: Irrette Melakoski

    Scenography: Katie Ballinger, Mikko Asunta, Tina Aspiala

    Lighting: Eleanor Saitta

    Kitchen: Paula Susitaival, Kristiina Prauda

    Player support: Juha Hurme

    Photography: Tuomas Puikkonen

    Writing and runtime facilitation: Kol Ford, William Hagstedt, Char Holdway, Torgrim Husvik, Jamie MacDonald, Maria Pettersson, Rebel Rehbinder, Jørn Slemdal, Kaya Toft Thejls


    Cover photo: Tuomas Puikkonen on Flickr. Photo has been cropped.

  • Living the Dream: Larp as a Transformative Practice

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    Living the Dream: Larp as a Transformative Practice

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    Regardless of your level of ability, there is an expectation that young people from poor backgrounds will fall into certain patterns in their lives. The dream of social mobility relies heavily on people’s ability to imagine being able to take the first step in that direction. Young people playing football against a wall in their council estate have aspirations towards playing for a major football club one day. If they have a hunger and a talent for the game, they find out everything they can about the process. They know all about talent scouts and training schedules and what level of ability is required in order to be considered to have a chance. 

    The same is true for music. Young musicians are encouraged to get their music out there and be heard. They know about A&R, talent scouts and recording studios. They know the names of the people who managed to make a name for themselves from a background of poverty and imagine themselves doing the same. It is clear that for some people it becomes possible to turn that dream into a reality. The ability to imagine it coming true fuels the desire to pursue it to its fruition. The overwhelming majority do not make it, but for the few who do, it started with a passion and a dream. 

    Every part of the larp process functions as a safe place to try out new experiences and see for ourselves how comfortable they can be. When we research a new role, we expose ourselves to new ideas and new concepts. We purchase and try on the clothes and paraphernalia associated with a new role, and get a chance to see how comfortable we are with the image that portrays. We get the opportunity to try out the mannerisms and activities that are associated with lifestyles that we would otherwise never get to see, and discover for ourselves if this is something that we can do. 

    Larping provides us with a first step on the road to pursuing our dreams. It extends the idea beyond wistful thinking and idle daydreams, and starts the process of turning ideas into a physical manifestation. We can experiment with new concepts and see how easily they come to us, and if it does not work out the way that we intended, larp enables us to brush off the old character and try on something new. Along the way, we can choose to keep the aspects of the characters that we enjoyed, while discarding those elements that are unhealthy or unappealing.  

    From the moment of casting, we are encouraged to open our mind to new possibilities and stretch ourselves. We look at roles that seem interesting and exciting and wonder what it would be like to live in those shoes for a few days. Larp gives us an alibi to explore areas of research that we may not ordinarily know where to begin to access. If you grow up in an environment where everyone is involved in the same line of work, or where many of the people you know do not work, it can be difficult to understand where to even begin finding out how to do something different. 

    Once the process of researching the role has begun, we also begin to see how well we look when we try to fit into that role. There is something wonderful about standing in a locked, run down bathroom with the sounds of shouting and construction just outside while trying on a tuxedo and black tie for a high class larp. When I did this I guarded that bag containing my tux with my life! It was mine, it fitted me and it fitted well. The last thing I needed was someone throwing up on it or running off with it. 

    What this meant was that when invited to places where tuxedos were worn, I already looked comfortable in it and I already fitted in. I don’t need to perform my poor background in real life, its truth is self-evident. When attending black tie dinners for charitable organisations, it was clear that I was already comfortable in those surroundings. This made it easier to help potential others feel comfortable when discussing the issues affecting my neighbourhood because I wasn’t tugging at my bow tie every three minutes like I was at the larp. 

    Perhaps more importantly, when I was at a Black Tie larp, other larpers who were no strangers to wearing tuxedos were more than willing to help me wear it properly. All of the things that would have social impact in a real world situation were managed and helped in a supportive and safe environment. Everyone wanted to help me play my role well, and I did what I could to reward them with a well played role. The larp environment proved to be a much more supportive environment than the reality of making an impression at a charity dinner. 

    When we take on a role it is far more than simply dressing up. By interacting with other people in character, we have an opportunity to experience what it feels like to live the day to day life of those characters. The small rituals and activities that are associated with different lifestyles become key parts of the characterisation and have a profound effect on how comfortable we feel performing them in other aspects of our life. We get to contextualise the activities and learn how to apply them in different situations. 

    While the technical skill of a character role is often abstractly represented, knowing when to apply those skills is not, and by having the opportunity to play these characters, we can become more confident in our ability to apply these skills in the right environment. Even if we do not play the character convincingly, we can at least appreciate whether or not we enjoy the activity itself. If it is something that we can do and that we enjoy doing, we can look into the prospect of incorporating it into our lives. 

    Practical experience and enjoyable memories of that experience give us the confidence to try new things and explore new possibilities. Even if we do not go on to explore in real life any of the characters that we have played, the activity of exploration through play is a transformative one in and of itself. We develop our ability to imagine ourselves in alternative situations and in doing so can become more open to alternative life choices. We no longer need to be defined by our family and immediate society and can choose which aspects of life we want to explore more fully. 

    Being able to imagine yourself in new situations lets you realise what parts of your life are in your hands to change, and gives you the confidence to change them. In addition to this, larp provides you with a safe space in which you can explore aspects of yourself that you wish to try on for size. This is not limited to occupations and class, but also to sexuality, gender expression, and how you engage with the world around you. Once you realise that you can change the way you engage with the world, you are one step away from being comfortable making the changes needed to transform your circumstances.


    Cover photo: Photo by Hani Pirzadian on Unsplash. Photo has been cropped and filtered.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Ford, Kol. “Living the Dream: Larp as a Transformative Practice.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • On the Commodification of Larp

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    On the Commodification of Larp

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    Note: a French translation of this article appears at https://ptgptb.fr/marchandisation-du-gn

    This article explores the development of larp as an activity and a community in the face of a growing tendency of contemporary culture to become commodified. Through presenting the wider cultural setting of consumer culture and its impact on larp, the article proposes a variety of characteristics and developments that have lead to the commodification of larp. The author investigates the positive and negative influences of commodification on larp and questions whether this is a direction we wish to be taking as a community.

    In recent years, we have witnessed a definitive growth of the larp community and a growth in recognition of larp in wider culture as a legitimized activity. As larp begins to be more present in society, the wider culture also penetrates the social structures of larp as a community and an activity, one of the central outcomes of which is the commodification of larp. In this article, I discuss how larp is becoming commodified, what that means, and what the repercussions of this development are for specific events as well as the community at large.

    To begin discussing the commodification of larp, it is first important to define commodification. Commodification is the process by which an object, a behaviour, an interaction, or really just about anything becomes a commodity that we consume in the role of a consumer. Consumption is often mistakenly equated with buying or with accumulating material possessions, but the purchase of goods is only a small element of consumption, with the desires, values, and experiences that we interact with via an act of consumption taking a more important role. Consumption is an act of establishing one’s self, one’s agency, and one’s place in the world through a process of making choices and evaluating alternatives. It is at its core a relationship to the world: a power structure, in which the consumer appropriates the commodity. In this setup, commodification can be seen as the process of objectifying something with the aim of appropriating it. Such consumption-oriented logic largely penetrates contemporary Western society, forming what is often called consumer culture. The power structures of consumer culture emerge in previously non-commercial settings, such as citizenship, public services, local communities, and interpersonal relationships (following Slater 1997; Baudrillard 1998; Bauman 2001; Cohen 2003). I believe that such consumption-oriented logic is also seeping into larp.

    Larp has largely managed to ideologically exist on the outskirts of consumer culture, mainly due to its previously marginalized and almost hidden nature from the perspective of mainstream culture. Perhaps because of small budgets and a lack of existing blueprints for organization, larp has always been a very communal activity, in which everyone has been required to pitch in and thus literally create events together. This includes both the content of the larp itself as well as many of the practicalities surrounding event organisation. As larpers often stress, no one has a “lead part” in larp, but it is rather working together and supporting one another that is the main attraction of the activity. This allows for an extremely egalitarian power structure, as individuals co-create the performance together and thus share power, responsibility, and benefits.

    A commodified larp sees a change in the relationship between a larper and a larp, where the larper becomes a consumer that appropriates the larp as a commodity. The power structure shifts significantly, as larpers now relinquish their power to co-create in return for social legitimization, wider accessibility, growth, and development of larp as an activity. This is not a power structure that is necessarily consciously taken on, but one that is enacted through changed responsibilities and focus of engagement. In practice, commodification emerges through how we approach a larp, how we engage in its performance, and what we expect from the event as well as its participants and organizers.

    a treasure chest with many coins

    How is Larp Becoming a Commodity?

    I propose that there are a number of factors that have contributed to the commodification of larp. Firstly, I believe that media coverage as well as a wider acknowledgement of larp as an activity aids its commodification. In acceptance by the wider culture, we have inadvertently begun to be a more intertwined part of it. We naturally begin to take on forms of consumer culture, as this is what we have all been acculturated into. Media coverage is by no means a bad thing: it has helped larp gain a better standing in wider society, allowed for novel funding and collaboration opportunities, and eased access into the community. At the same time, however, media coverage helps to objectify larp (as I will elaborate below) and bring in a wide array of actors from outside the community, most often with profit-making aims. For instance, we now see larp-like events organized by companies run by individuals with little knowledge of larp. The most prominent example of this is Disneyland’s Star Wars: Galaxy’s Edge, the designers of which have taken on elements of larp to create interactive theme park experiences.

    Secondly, larp has seen a growth in interest toward it, which contributes greatly to the commodification of larp, as a growing demand requires us to reconfigure how events are organized and pushes us toward professionalization. If an event is geared toward hundreds of people rather than dozens, commodification becomes an issue of handling practicalities. Instead of communal cooking, it becomes more logical to hire catering; instead of having everyone clean up together, it is easier to pay a cleaning company; etc. Bigger larps also become more ambitious in terms of providing a more realistic experience, engaging detailed propping, make-up, lighting, machinery, and space construction to name a few. As Harviainen (2013) has explored in detail, any larp event requires management, even if it is not often acknowledged as such. Yet bigger larps require acknowledged professional organization for them to work.

    We can see a clear strive toward professionalization of larp through an influx of high-budget, high-production value larps, which have ironically been given a commodified name of “blockbuster larps.” These are often either directly based on or at least heavily borrow from popular media franchises, such as Harry Potter, Downton Abbey, X-men, or Hunger Games (on blockbuster larp, see Fatland and Montola 2015). In line with the common misconception of consumption as purchasing, it is important to stress that the commodification of larp does not go directly hand in hand with the professionalisation of larp. Hence, I do not believe that blockbuster larps are the cause of commodification so much as they are a symptom of the commodification already taking place. Nevertheless, the growing presence of blockbuster larps clearly supports further commodification of larp. Such larps take place in bigger and fancier venues, with large groups of staff and/or volunteers that take care of cleaning, catering, decorating, and propping. Consequently, the expectations for customer service rise, with larp slowly becoming more of a service rather than a communal experience. The large scale of production also raises standards and expectations for larp, as well as sets certain “procedures” for events, thus further objectifying the practice by solidifying the form larp should take.

    As larps become more and more professionally organized, the role of a participant diminishes in terms of any practicalities surrounding an event. It may seem silly to say that larp becomes commodified because we are less involved in doing chores, but such lack of physical engagement leads to less time forming bonds among participants and with the space that we interact in together. Similar issues can be seen in wider consumer culture, where we increasingly “buy back” our leisure time through convenience commodities such a microwave meals or cleaning services. We become seemingly free from chores, but we also lose touch with the materiality of our world and our ability to engage in it practically, as we no longer know how to create or fix many of the things that surround us (Frayne 2015).

    a pocket watch, treasure chest and many coins

    The attitude of diminished responsibility easily transfers from the practicalities surrounding larp organization to activities involving the content of the larp. For instance, while previously larps would assume for you to obtain your own costume, there is now a growing possibility to rent or buy ready costumes from organizers. Of course, organizer-provided costuming can in itself become a communal endeavour or help alleviate stress about high standards for props, yet such ”add-on services” do make it easy to just show up to the event without preparing much, without talking to other larpers, without taking the time to read up on larp materials. In the same way that we buy back our free time from practicalities, we seem to buy back our time from preparation for larp, making more “efficient use” of our resources.

    Many new participants may also not be fully aware of what they are signing up to and what they are expected of at events. This results in situations where more experienced larpers feel as if they are providing entertainment for those who only engage passively. This seems to be especially common for larps based on popular media franchises, as they attract fans wishing to purchase an experience of their favourite fantasy world. Of course, it is completely okay for newcomers to need an introduction to the practices of a new activity they are engaging in and it is the role of any community to mentor its new members, but this can become an overwhelming task when expectations clash violently.

    Thirdly, we are objectifying larp more and more, which makes it easier for larp to be commodified. The most obvious examples include things like “fan products,” such as t-shirts or patches that are now visibly present at larp events. The marketing of larps is also taking on new levels, with larps often having trailers, distributed print ads, as well as planned and timed social media communication plans (e.g., every week new information about a larp is revealed). On a wider level, larp also becomes the focus of various social media channels, such as video blogs, with individuals gaining the possibility to experience larp though photos and videos without actually being there.

    We can also see objectification in how our language is changing in regards to larp. For instance, larpers will now talk about “buying a ticket” to a larp rather than “signing up” to a larp. Larpers will also refer to events fulfilling intended experiences or expectations, as if they were purchasing a service. Language both reflects and influences our mindset and attitudes, pointing to the shifting nature of our relationship to larp.

    More subtle forms of objectification can be seen in the documentation of larp. It is now extremely common for larps to be photographed or even filmed. One of the defining aspects of larp has always been its ephemeral nature: it only exists while it is being performed, with its meaning emerging in the interaction among participants (Auslander 2008). In documenting these fleeting performances as much as we do, we begin to condense and fragment the live performance, freezing it in time to concretize its meaning. Larp now gains an objective truth to its experience, which can be revisited at one’s convenience. Documentation is further used for marketing purposes to sell tickets to larps, as well as to secure funding and expensive venues for future events. Such objectification can easily slip into repeatability of experience or even its mass production, which may cause us to lose creative and lively aspects of larp.

    A person's hands over a plant growing out of coins

    Fourthly and perhaps most importantly, commodification is driven by our own wish to be recognized and legitimized as a community and as an activity, which demands taking on power structures of consumer culture. This is especially visible in how we are organizing and communicating about larp. Larp is clearly becoming legally and financially much more organized, with various companies emerging that either organize larp events or help cater to them on some level. The foundation of companies has been explained by a need to get “ahead of the game,” which is completely understandable. With larp becoming more commonplace, many larpers rightfully fear that people outside the community will come in to create and take over a commercialized larp field. And we do see this happening, as I noted above. It is, however, unclear what it is that we fear they will steal from us. Money? Potential “customers?” The “brand name” of larp? Moreover, are we merely responding to an “outsider threat” or are we actually building larp into an activity geared toward efficiency and profit-making?

    In line with the above, there is a clear drive to make larp something to live on. Many individuals are striving to create jobs out of larp, with the formation of companies being the first clear step in that direction. While this is a noble idea, in practice we must face the issue of transformation of power structures and the nature of interaction within the larp community once certain individuals begin to profit from larp. This brings us back to the cultural context that larp exists as part of. In our society, work is seen as the ultimate form of status and legitimization, which leads to a setting, in which activities and individuals performing those activities are not seen as valid before they are made productive and profitable (Frayne 2015; Mould 2018). As a result, many fields that are not originally commercialized see a clear development towards “careerization” of practices, that is, the creation of careers out of non-work activities. This allows for legitimization, but comes with a multitude of psychological and community disrupting issues (see e.g., Seregina and Weijo 2017). When larp becomes a job, the power structure between organizer and player shifts from shared responsibility for creating to one of exchange of an objectified and potentially repeatable experience.

    Larp always has and always will involve a lot of labor. As Jones, Koulu, and Torner (2016) describe, this involves a variety of activities, such as emotional labor, labor aimed at fulfilling self-actualization off-game or in-game, and labor aimed at fulfilling physiological and safety needs. It is important to stress that labor is not the same thing as work. Work is a formalised type of labor, which is done for a producer in exchange for capital and the result of which is a commodity that can be exchanged for capital by consumers. Labor, however, can exist outside of a work setting and its power structures. Hence, in making larp work, we transform the nature and power structures around the labor done as part of it.

    Jones, Koulu and Torner (2016) further note how problematic the organisation, distribution, and acknowledgement of labor is in larp, as many tasks go unnoticed while others require very specific skills or resources. Building on this, in professionalizing larp, duties previously open to any member of the community may become limited to professionals of that specific field. Moreover, as skilled workers become booked for professional projects, they may not have time or energy for other projects, heavily skewing the ability to organize larp to those with more economic and social capital. Who will be able to do labor (both in-game and off-game) in larp in the future if larp continues to be commodified and professionalized?

    Bucket of coins

    The Impact of Commodification

    If larp is indeed becoming commodified, what kind of impact does that have on the activity and on our community? To begin with the positive impact, a commodified larp becomes much more widely accessible and approachable. More people are able to access information about events, and it becomes easier for new larpers as well as larpers with various accessibility needs to engage in the activity. Moreover, larp becomes much more recognized and legitimized by the wider culture, giving larpers much more social capital in terms of what they spend their time, money, and energy on, as well as allowing the activity to be taken seriously in wider society. Larp as commodity further allows us the individualistic freedom that comes with consumer choice: we become absolute sovereigns in deciding what we want to gain out of the experience and how. This allows for steering and personalizing experiences to be in line with our desires.

    Commodification goes hand in hand with raised standards and expectations, as well as formalization of structures and organizational practices. Standardized, formalized practices allow for safer, predictable spaces of interaction for participants, both in terms of how to act themselves and what kind of behaviour to expect from others. The result is larp with better protection from harassment and less stress about preparation and/or expectations. At the same time, in building on existing blueprints for creating and managing experiences, organizers gain better tools for designing larp and engaging in more ambitious projects.

    Reflecting the above, consumption was intended to be an avenue for individual freedom and equality, as all parts of culture now become supposedly accessible to all regardless of class or status (Slater 1997; Cohen 2003). In reality, in its focus on liberal freedom, consumption is inherently individualistic and classist, leading to alienation, collapse of communality, and growing differences between layers of society. Following this, a commodified larp becomes chained by the limitations of consumer culture. Such larp involves focus on personal experience and personal gain, which leads to a lack of attachment or perceived responsibility, with individuals merely drifting from fancy to fancy. In the long run, this can lead to the collapse of a sense of connection and communality, as larpers begin feeling alienated in their focus on their own experiences. With no obligations to others, larp slowly turns into just one of the many consumer experiences that can be purchased and consumed at one’s leisure. A community can still be born in such a setting, but it becomes a subculture of consumption (Schouten and McAlexander 1995) or a brand community (Muniz and O’Guinn 2001), where connections are built through our link to the same commodity rather than through our direct relationships to one another.

    person with wrench moving a large gear
    Power house mechanic working on steam pump by Lewis Hine, public domain.

    Standardization of larp brings many advantages, but it also causes larp to become objectified and thus easily repeatable. In other words, larp runs the risk of becoming a service that can be replicated on an assembly line, thus losing much of its improvisational, creative, and lively nature. Similar developments have taken place in many creative fields, such as design of public space and academic research. Mould (2018) describes how creativity as a practice in general has become commodified and commercialized in today’s culture, with only specific, capitalised forms of creativity being valid. In becoming formalized, larp becomes easy and efficient, but may also lose many of its creative aspects.

    Professionalization of larp and the resultant raising costs associated with larp further encourage growing class differences among larpers, with certain high-profile larps becoming inaccessible to those without economic means. While at this time there are larps requiring different economic investments (with many larps being low-cost or even free), it is important to acknowledge that the inaccessibility of certain parts of larp as an activity strongly shifts the egalitarian power structures within the larp community. In effect, some larp becomes upper class and other larp becomes lower class. While sponsor tickets do exist and are a noble cause, they further mark us as participants of a different nature and a different class. Such tickets are also often of little help to larpers with less economic means, as inaccessibility does not always rely on the cost of the larp itself, but is also associated with such things as travel, planning of the care of dependants, or time taken off work. Yet the sponsorship itself may come along with praise, freebies, or sometimes even guaranteed spots and preferred characters, further raising the status of sponsors.

    In light of growing interest toward larp, the activity may also develop into a scarce commodity and hence become more coveted, objectified, and high-class. Scarcity is a central tool of commodification (Slater 1997), as it makes commodities more desirable and thus fuels our need to consume, often making something feel in short supply within a fragmenting context of abundance. If some larps become accessible only to the few because of economic and social difference and the number of potential participants for each event grows disproportionately to the available spots, we face the increasing problem of how to choose participants fairly. The rejection and disappointment associated with not getting into events can break communality and create different classes based on social capital among larpers. Algayres (2019) shows that differences in social capital influence how we interact within larp and the extent to which we can influence the direction that a larp takes. Hence, by enforcing structures that strengthen class differences, we further a context in which individuals cannot engage on equal terms.

    We witness a continued drive for growth in larp, which is another clear symptom of consumer culture. A culture focused on commodification involves an incessant drive to grow and develop, yet for no other purpose than growth itself (Slater 1997; Baudrillard 1998). We are driven by desire for more, for something new, for something different, and this desire is never satiated (Campbell 1987). Reflecting this, we see a push toward making bigger larps, more expensive larps, more ambitious larps. And while there is nothing wrong with exploring and developing the creative boundaries of the activity, I sometimes wonder what the end goal of this growth is? Are we just caught in a capitalist frenzy for development?

    Lastly, commodification may lead to the exploitation of labor, especially in contexts where individuals involved in creating larp come in with a mixture of commodified and non-commodified perspectives toward larp. Making use of a background of communal event creation, many profit-oriented larp events only succeed through the labor of unpaid (and often overworked) volunteers. These volunteers are only paid in social capital or “exposure,” just like those working in already heavily commercialized creative industries (Mould 2018). Jones, Koulu and Torner (2016) propose that larp organizers need to rethink what is defined and proposed as work, what kinds of skills are necessary to organize or engage in larp, as well as who can be asked to do labor and to what extent within larp. As larp grows, we will see more and more instances of complex power structures around labor and possible exploitation of labor. Hence, we need to be aware of and reflect on how we will develop as a community and an activity.

    stacks of coins getting progressively taller

    Questioning Linear Development

    As I near the end of my article, I want to stress that the aim has not been to moralize or to spell out a better or worse form of larping. Consumption is beyond any moralization: it is in itself merely a form that a power structure can take. Commodification of larp further emerges as normal linear development of an activity within consumer culture and one that feels logical, as this is the way anything progresses in our world today.

    Commodification is structural, but it is also an internalized power structure and a logic via which we interact with objects, people, spaces, and the world. Whether or not a larp becomes a commodity is thus a matter of balance of structure and individual attitude toward larp and other larpers. As a result, I do not think it is possible to fully steer toward a commodified or non-commodified type of experience either as an organizer or a participant. Yet I believe we have a responsibility to be aware of how we potentially help along the process of commodification, whether we are for or against it.

    As I outlined above, commodification of larp comes with both positive and negative aspects. However, the positive aspects of commodification tend to mask the negative impact that it brings along, with many proponents of commodification arguing that the benefits outweigh or can be taken on without the drawbacks of this development. But commodification is always a packaged deal. It is foolish to think that commodified larp can be reaped only for its positive values and that it will not influence the community at large. Commodification has a long history of crushing anything in its way through firing up endless desire and an incessant need for growth until the entirety of an activity is set up to work for its purposes.

    What becomes important now is to become aware of the development that is happening and that we enable through our actions. One of the biggest issues that living in consumer culture has caused is the seeming impossibility to imagine any other form of existence. Yet in its roots at the margins of consumer culture, larp has the potential to provide emancipatory and utopian visions of alternatives (e.g., Kemper 2017; Bowman and Hugaas 2019; Hugaas and Bowman 2019). Let’s not squander that in hopes of being legitimized and normalized by a culture that will only use us up.

    We must question what commodification does for and to our community, and we must be aware of and ready to accept all the repercussions that come with our decisions. I do not think it is feasible for our growing community to exist in consensus of what larp is and how it should be approached. As a result, we will most likely see an increased fragmentation of our community and our practice. Some will think commodification is the right direction for development, while others will combat it. At the same time, I do not believe it is possible to fully stop the commodification process, as the wider context of consumer culture will continue to push our community into that framework. Larp will continue to develop, but we can set the tone to this development.

    coins in and outside of a heart-shaped container

    What we need to do is to try to imagine what we intend to see as the goal for our need to commodify and grow. We need to question the linear development that consumer culture provides us and think about what kind of future we want to carve out for larp. What will engagement in larp look like as an organizer and as a participant? How will we treat each other and larp events? What kinds of responsibilities will we have to ourselves and to others? Moreover, what will accessibility look like? Will we exist among increasing economic, social, and cultural inequalities? Will we see a juxtaposition of upper class and lower class in larp? Who will be able to participate and how?

    Furthermore, we must strive to understand why we want to develop larp into a certain direction and whether the outcomes of such a development are what we really want to end up with. Why do we strive for more social acceptance? Why do we aim for higher production value and better marketing? Why do we want more media coverage? Who will profit and what will it cost? As we begin to give up our power as co-creators of larp experiences, who are we giving power to? And how will they wield it?

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    Editor: Elina Gouliou

    Photo selection: Kjell Hedgard Hugaas, All photos free use from Pixabay.