Tag: Knutpunkt

  • Nordic Larp is not ”International Larp”: What is KP for?

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    Nordic Larp is not ”International Larp”: What is KP for?

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    Editorial note: Any views expressed in an article published in Nordiclarp.org do not necessarily represent the views of the editors or an endorsement of the article.

    This anonymous article was originally published in the Knudepunkt 2023 underground book larp truths ready to see the light (editors unknown). It was then republished in the Solmukohta 2024 book, and has been reprinted from there with the editors’ permission. It has not been edited by Nordiclarp.org.

    * * *

    Forward by editor Kaisa Kangas for the 2024 Solmukohta book: It has been a tradition to publish a book like this one in connection with SK/KP – a tradition so honored that the lack of an official book last year caused a small outrage (see Pettersson 2023). Even then, there was an underground pdf book known as The Secret Book of Butterflies that consisted of short essays by anonymous writers. I have decided to republish some of them here.

    * * *

    Some years ago, a wonderful thing happened.

    Larpers in the four Nordic countries developed a remarkable community and discourse around this phenomenon called ”Nordic larp.” At KP/SK, they met each year, to talk about it and to share thoughts and experiences with each other.

    Over time, larpers in other countries heard about this: they read the Nordic larp writings, and imported some of what they found there into their own domestic larping scenes.

    Some of them attended KP, and made their own contributions to the developing conversation. They were made welcome by the regulars, who were (mostly) glad that their ideas were being shared more widely. Now, as a result of this, we have a scene that might be called Nordic-inspired international larp.

    All over Europe, in the USA, and perhaps elsewhere too: larps are being run for people from a wide range of countries, in the English language, incorporating design and practice elements that were originally developed in Nordic larp.

    Who takes part in these ‘international larp’ events?

    Usually, a mix of people from the local larping scene, and cosmopolitan types who enjoy larping in other lands.

    These include some people from the original Nordic core.

    Meanwhile, ”Nordic larps” in the traditional sense are still taking place in the Nordic countries. But they are dwarfed, in number and in coverage, by this new international scene.

    The child is devouring the parent.

    The same thing can be seen at KP. Not so long ago, it was a 200- 300 person event that was 80% Nordic: now, it’s a 500-600 person event that’s majority non-Nordic.

    And, although the superstar system ensures that keynotes and other high-visibility items are still in Nordic hands, the bulk of the programme is provided and presented by international larpers, for an international audience. Is this good or is it bad?

    All we can really say is: it’s different.

    But is it time to recognize that international larp is its own thing, and deserves its own annual get-together – rather than progressively cannibalizing KP?

    Why not a conference that rotates around the countries where international larps take place – or that’s at one fixed location centrally within Europe?

    It would probably be cheaper to hire a suitable venue and accommodation in a non-Nordic country, for one thing. And it would probably be easier for most internationals to get to.
    And then, what might it mean for KP to get back to being focused on Nordic larp, in the Nordic countries?

    Of course, it shouldn’t be oblivious to the rest of the larping world.

    But nor should it be dominated by it.

    International larp is a tremendous thing, and it deserves to thrive and grow. But not at the expense of the Nordic larp that it borrows so heavily from.

    And perhaps KP should not be facilitating such a takeover.

    References

    Pettersson, Juhana. 2023. “The Wisdom of the Community.” Nordic Larp Talks. YouTube, May 28.


    Please cite as:

    Anonymous. 2024. “Nordic Larp is not ”International Larp”: What is KP for?” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Image by Kelly on Pexels.

  • Larp Design Glossary

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    Larp Design Glossary

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    The original version of this glossary was published in the 2019 book Larp Design: Creating Role-Play Experiences.


    360° illusion
    Larp design idea where what you see is what you get. The environment is perceived as authentic, everything works as it should affording participants to engage in authentic activity for real, and participants perform immersive role-play.
    Act (noun)
    A segment of the larp runtime that has some kind of thematic unity, comparable to an act in a play.
    Act break
    The breaks between runtime when runtime is divided into acts. Often used to pause, reflect, and calibrate play.
    Agency
    The capacity of a participant or a character to act in a meaningful manner in a given environment, to have the possibility to impact the proceedings.
    Alibi
    The things that enable a person to (role-)play and to do things they would never do in everyday life while in character. Alibi is value neutral (“It says so in the character description”) and can be used in a positive (“We have all agreed to explore these themes together in a physical way”) or a negative way (“I was drunk at the time”).
    Amusement park design
    In the context of larp design this means creating a larp where there are pre-planned ‘rides’, story units, for the characters to explore.
    Bespoke design
    Approaching every larp as a new work and designing everything from scratch. As opposed to either iterating on a local tradition, or using the same larp system, such as Mind’s Eye Theatre, in multiple larps.
    Blackbox
    A genre of larp played with minimalist setting, with carefully curated props, and controlled light and sound. Often played in theatre black boxes. A room in a longform larp devoted to acting out scenes out of temporal sequence is also sometimes called blackbox, although a better term for that is meta room.
    Bleed
    When the feelings of the character impact on the participant, or vice versa.
    Blockbuster larp
    Longform larp that targets an international audience, features an expensive venue, high participation fee, and is hyped before and after. They usually have a high concept idea, often based on existing intellectual property. Originally, the term was critical of this type of larps.
    Boffer
    A padded weapon. Historically made out of foam covered with duct tape, nowadays often made out of latex.
    Boffer larp
    A larp where fighting modeled with boffers is a central feature.
    Briefing
    The part of the event before runtime where designers instruct participants about the larp.
    Calibration
    Negotiations relating to playstyle and personal boundaries, usually between participants.
    Campaign
    A pre-planned series of larps set in the same fictional world where events from one larp impact events in another.
    Chamber larp
    Shorter larps, with their length measured in hours, often taking place in a small venue and with participants in single or low double digits. Low demands for scenography and costuming make chamber larps easier to package and restage.
    Character
    The fictional persona a participant portrays during runtime. Sometimes also used to refer to the character description that is an inspiration for the character actually played.
    Character alibi
    The alibi provided by portraying a character.
    Character description
    The material on which a participant bases their performance of a character during runtime. Usually takes the form of text describing character background, motivation, goals, and contacts. In some traditions these can be very long and individually tailored, in others they are not used at all.
    Close to home
    Playing with themes, situation, experiences, or personae that one is very familiar with from everyday life.
    Collaborative-style
    Larps that have no victory condition and encourage participants to share and co-create, rather than conceal information and best each other.
    Competitive-style
    Larps in which there is a victory condition that only limited numbers of participants can achieve.
    Consent, physical
    Permission for something physical (e.g. relating to intimacy or roughness) to happen. Can be withheld at any time.
    Consent, story
    Permission to do something particularly impactful to another participant’s character (e.g. give permission to another participant that they can kill your character).
    Content larp
    A style of larp, predominantly Czech, primarily focused on pre-written and tightly structured plot content created by the design team.
    Debrief
    Larpmaker organised post-runtime event, where participants and designers talk about what they just did together. Can be structured or relatively free-flowing. Usually the goal is to put the runtime in perspective, to share stories, or to meet the other participants without the masks the characters provide.
    Decompression
    The cooldown period after the runtime of a larp, when the participant is leaving the fiction and the character behind, and gearing up to return to everyday life outside the larp. Sometimes also called aftercare.
    De-roling
    The process by which a participant divests themselves of the physical embodiment of their character, often used as a method to attempt to prevent or reduce bleed.
    Designable surface
    Anything that can be changed and made choices about that can impact the experience that is being designed. In larp, everything is a designable surface: the typeface of the website, the soundscape, the interaction patterns, character names, toilet temperature.
    Diegesis
    Things that exist inside of the fiction are part of the diegesis. For example, music during runtime is part of the diegesis if the characters can hear it, and non-diegetic if only the players hear it.
    Diegetic
    Something that exists inside of the fiction is diegetic. In a larp participants can address, react to, and interact with things that are diegetic, without breaking character. See diegesis.
    Director
    A runtime gamemaster who guides play in a very hands-on manner. Basically a freeform gamesmaster in larp.
    Escalation (and de-escalation)
    The process of incrementally increasing or decreasing the intensity of a scene to come to the optimal atmosphere for all participants involved. Sometimes there is a specific metatechnique for signalling desired (de)escalation.
    Fate (sometimes skjebne)
    A play instruction for character action that the participant is obliged to follow; occurs in fateplay designs.
    Fateplay
    Prior consent by participants and/or organisers to certain, immutable narrative beats or outcomes. A conscious design decision that presumes that how something happens or someone feels about it happening can be just as interesting to explore as if it happens.
    Freeform (freeform larp, freeform scenario)
    As the name implies, freeform scenarios have no standard form. They typically last a few hours, are usually played without costumes, props, or special lighting in whatever space is available, often feature heavy use of inventive bespoke mechanics and metatechniques, and are sometimes heavily gamemastered. In the Nordic countries, these used to be considered halfway between tabletop role-playing and larps; today, in the international discourse, they are lumped together with larps.
    Gamemaster, runtime
    A runtime story facilitator for a larp, keeping track of plot flow, solving narrative problems, and, if applicable, making rule-system calls. Sometimes but not always one of the larpwrights.
    Herd competence
    The amount of competence in the ensemble of participants. Running a larp for a group of participants where some have prior experience is much easier than running a larp for a group with only beginners. If there is enough experience in the room, beginners can learn by following the example set by more experienced participants.
    Immersion
    A term with multiple meanings, usually relating to how far the participant is engaged with the fiction of the larp. One common usage is in the sense of character immersion, that is, the participant experiencing the diegetic world through the eyes and mind of the character. Sometimes the word is used to mean immersion into the setting or the milieu, as in 360° illusion, or even engagement with the story as in narrative immersion.
    Ingame
    Things that happen during runtime and are true within the world of the larp.
    Inter-immersion
    In a larp, a participant is pretending to be a character, but is also pretending that everyone else is their character. The feedback from the other participants enhances the character immersion, creating a cycle called inter-immersion.
    Jeepform
    A specific tradition of freeform role-playing mostly coming from Sweden and Denmark. See jeepen.org.
    Knutepunkt (also Knutpunkt, Knudepunkt, Solmukohta, KP)
    Annual conference devoted to larp and larp design traveling between Norway, Sweden, Denmark, and Finland that began in Oslo in 1997. The name of the event always reflects the local language. The whole tradition is discussed under the original, Norwegian name.
    Larp crush
    An infatuation with another participant, or maybe just their character, that a player develops during runtime due to playing a romance with them. See also bleed.
    Larpmaker
    All the people responsible for the creation of a larp, both in production and in content.
    Larp script
    All the materials (character documents, rules, venue requirements, etc.) created by the designer that are needed to run a larp.
    Larp system
    A set of rules for larping if they can be separated from the individual larp, i.e. multiple larps are run with the same system of rules. Some larps use complex rule mechanics to explain what characters can and cannot do, and those rules can be printed as books. This is the opposite of bespoke rules.
    Larpwright
    The author(s) of a larp. The person or group who defines the larp’s vision, world, workshop structure, characters, etc. A synonym for larp designer from an era before game studies terminology colonised larp discourse. Also, a person who creates larps.
    Longform larp
    Larps that last a full day or several days, possibly with act breaks between different parts, with full scenography and participants in full costumes.
    Magic circle
    Metaphor for the separate space of playing. The time and space of the larp, in which characters are played and different rules apply than normal; upheld by a social contract.
    Mechanics
    In larps where the skills of the characters are important, and they are markedly different from those of the participants, these actions are expressed through replacements that simulate things that are impossible, undesired, or too intimate (e.g. violence and sex). In some traditions, mechanics imply points, levels or other numerical systems representing skills.
    Meta room
    A dedicated room in a longform larp devoted to acting out scenes out of temporal sequence. Often features a runtime gamemaster. Sometimes also called a blackbox.
    Metareflection
    The player reflecting on character actions or the fictional situation, switching between the fictive frame and the metareflexive frame.
    Metatechnique
    Mechanics that allow participants to communicate player to player about their characters, without breaking play. Metatechniques are commonly employed to let participants share their character’s inner thoughts or motivations, or to let participants together establish things about their characters’ shared history and relationship.
    Mixing Desk of Larp
    A theory of larp design, guiding the designer to make conscious decisions between contradictory virtues of larp design. It consists of a series of faders, such as transparency-secrecy, illustrating that a typical larp cannot feature both high transparency and many secrets.
    Narrative
    Narrative is what you are left with after the larp is done, when participants look back on the plot, the story, and the character actions and try to answer the question “what happened in this larp”. The narrative is the choice of events included, and the way they are related to each other, when a story is told. The narrative of a larp continues to change long after the larp has ended.
    Narrative design
    All design choices made in the service of enabling participants to tell stories.
    NPC
    The acronym is short for non-player character. It refers to a character who follows the larp designer or runtime gamemaster’s instructions. NPCs are typically played by organisers, or a crew dedicated to this purpose. NPCs can be present for the whole duration of the larp, or appear only briefly. The term was inherited from tabletop role-playing games.
    Offgame
    Participant activities or utterances outside of both the larp’s diegesis as well as the play of the larp itself.
    One-shot
    A larp designed to be stand-alone and not part of a series of connected larps like a campaign.
    Opt-in
    An instance of choosing to participate in something.
    opt-in design
    Designing in a way where participants have to actively choose to participate in certain aspects or design elements of the larp.
    Opt-out
    An instance of choosing not to participate in something.
    Opt-out design
    Designing in a way that presupposes participation in certain aspects or design elements of the larp, where participants have to actively choose not to participate.
    Organiser
    A person who is at least in part responsible for making sure the larp runs. This can include logistics work as well as runtime gamemastering and other activities.
    Paralarp
    The practices, designs, and texts surrounding the runtime to enable the playing of that larp.
    Playstyle calibration
    Participants or gamemasters communicating beforehand about the desired playstyle of a scene or larp. This type of calibration is not about the content, but about how the participants approach larp in general and to find common ground: physical or not physical, slow or fast paced, very emotionally intense or with levity.
    Plot
    Sequences of narrative events pre-planned by the larp designers, for example in the form of intrigues written into the character descriptions giving characters motivations for actions during the larp.
    Post-play activities
    Any activities undertaken after the official runtime of a larp.
    Pre-written
    Created prior to the run of the larp; often implies that the elements of the larp have been consciously designed and intentionally related to each other.
    Producer
    Person or persons responsible for the physical production and logistics of a larp.
    Role
    A collection of legible social behaviours in a given social position. Everyone plays numerous roles (customer, larper, offspring), both out of the larp and within a larp as a character.
    Rules-light
    Containing few enough rules that the larp can be learned instantly by a novice and that these few rules can be recalled on the spot with little difficulty.
    Run (noun)
    An instance of a full staging and playthrough of a larp. “Some see the first run as a playtest, I see it as a premiere.” (verb) To stage a larp. “We ran House of Cravings last weekend.”
    Runtime
    The allotted time for playing, when characters are being played and the narrative design unfolds.
    Sandbox design
    Sandbox design focuses on providing participants with a playable world that reacts to their input, in which participants can freely bring in or create on-site the plots and the drama they find interesting to play out together.
    Secrecy
    The use of secrecy in larp design is to purposefully prevent participants from knowing things their characters would not know. Common ways to add secrecy are to give participants secret character goals and motivations, and to include surprise happenings during runtime. See also transparency.
    Secrets & powers larp
    North American larp design pattern. Pre-written characters in typically a single-run larp all have often-oppositional goals that they are primarily able to reach by leveraging secrets (hidden information not known to everyone) and powers (game mechanics that permit participants to get other characters to do what their character wishes).
    Setting (a scene)
    The act of framing and describing who is in a scene, what is happening, and where it is taking place. Hitting particular themes or emotional overtones is particularly desirable.
    Status line exercises
    An abstract larp exercise in which participants physically queue up in order to demonstrate and visualise where their characters lie on a specific status continuum. Examples include oldest to youngest, most powerful to least powerful, or degree of agreement with an ideology.
    Story
    Story is created in real time from the moment the larp begins until the participants are done playing.
    Tabletop
    Role-playing style played verbally, where you do not act out your character’s actions, but instead narrate them.
    Theme
    The theme of a larp is what the larp is about, in contrast to what happens at the larp. Setting clear themes for a larp informs participants about the desired tone and playstyle of the larp, and affects what participants expect they might be likely to experience. Larps divided into acts often have different themes for each act.
    Transparency
    The use of transparency in larp design is to purposefully let participants know things their characters would not know. Common ways to add transparency are to let participants read more pre-written characters than just their own, to divide the larp into acts with announced themes, or to tell participants what is going to happen during the larp before it starts. See also secrecy.
    Workshop
    The workshop is a structured period of exercises that your participants will do before the start of runtime, to familiarise themselves with each other and the larp mechanics, enabling them to play together. Typically done on-site before runtime.

    Cover photo by Massi Hannula, used with permission.

  • Knutpunkt 2018 Companion – Call for Content

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    Knutpunkt 2018 Companion – Call for Content

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    Knutpunkt 2018 goes online!

    The companion publication for the Knutpunkt 2018 international larp conference wants your contribution! We are now accepting submissions for all kinds of digital content. In this announcement you can find details on what kinds of content we are looking for, what the themes are for the 2018 companion, and how to learn more about contributing to the Companion publication.

    Concept

    The Companion will first and foremost be a digital publication, including all kinds of media. We have no limits on what kind of content we accept, as long as it’s technically possible to be published online. A text, a video, a podcast, a computer game, a piece of music…? Send us your suggestions! We cannot promise to publish all submitted content, but we will consider everything.

    Content will be published on Nordiclarp.org, on a weekly basis over the months leading up to Knutpunkt 2018. The idea is to let the community digest and discuss the companion content even before Knutpunkt. We hope this can inspire the conference participants, as well as create interesting conversations and exchanges in other spaces before, during and after the conference.

    There will also be a print on demand book available with a selection of articles. We aim to have this ready so that it can be ordered around the time that content is beginning to come out online. Only magazine style texts will be considered for the printed book, you can read more about this format further down.

    Themes

    The theme of the Knutpunkt 2018 conference is “Shuffling the Deck”. We have chosen to interpret that as highlighting the diverse nature of larp, wanting to showcase a multitude of themes in a variety of formats. We especially want to lift the scenes that have been less visible in previous Knutpunkt publications.

    The publication will have five main themes, roughly mirroring the five tracks of the conference. We encourage you to use them as starting points for your contributions and be as creative as possible!

    ♠️ Spades

    Larp analysis, discussion and reflection.

    ♦️ Diamonds

    Larp design tools, tips and tricks.

    ♣️ Clubs

    The practicalities of organizing larp.

    ♥️ Hearts

    Participant stories and designers’ post-mortems.

    🃏 Joker

    Discussion and reflections on issues within and opportunities for the (Nordic) larp community.

    Contributing

    To contribute to the publication, please read the full Call for Content on the Knutpunkt 2018 website.

    The Team

    The Companion is a collaboration between the editorial staff of Nordiclarp.org and the Knutpunkt 2018 organizers.

    Editors in Chief

    Johannes Axner is the founder and Editor in Chief of Nordiclarp.org, an online magazine and knowledge portal about larp.

    Annika Waern is a professor in the field of Human–computer interaction at the department of Informatics and Media at Uppsala University, Sweden. She is an established and seasoned researcher and author on the topic of games in general and larp specifically.

    Editing Team

    Besides the main editors, the talented editors of Nordiclarp.org will help edit the content.

    Contact

    Any questions, ideas or feedback can be sent by email to:

    book@knutpunkt.se


    You can read more about the Knutpunkt 2018 conference and the Companion publication on the Knutpunkt 2018 website:
    https://knutpunkt.se/

  • All the Mistakes I’ve Done Episode IV

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    All the Mistakes I’ve Done Episode IV

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    A classic program item at Knutepunkt is the “All the mistakes I’ve done” session. At Knutpunkt 2014 we once more got larp designer and producers to tell some of their dark secrets.

    Sharing mistakes this round was Juhana Pettersson, Anna-Karin Linder, Troels Barkholt-Spangsbo & Hanne Grasmo.

    The session was hosted by Rasmus Høgdall.

    Once again four wonderful guest speakers will present, all the mistakes they have done in the name of making great or not so great larps. The premise is; that by sharing our mistakes we all learn a little bit, but most importantly we learn that failing is not the same as being a faliure, it’s part of doing, learning and bettering yourself.

  • New Tastes in Brazilian Larp – From Dark Coca Cola to Caipirinha with Nordic Ice

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    New Tastes in Brazilian Larp – From Dark Coca Cola to Caipirinha with Nordic Ice

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    What’s up in the Brazilian larp scene? In this session from Knutpunkt 2014, Wagner Luiz Schmit talks about how Nordic Larp has influenced parts of Brazilian larps.

    The video is unfortunately cut short in the end.

    Debate about the recent influence of the Nordic larp and transformations in larp community on Brazil, focusing in the city of Sao Paulo.

    30 minute presentation of a representative selection of Brazilian larps from the perspective of the hosts, followed by an hour of open debate through videoconferencing.

    The main host will translate questions on the debate with the co-host and organizer of the larps in Brazil. The co-host will be present through videoconferencing. The long time for debate is due to translation time.

  • Larp Design: Theory and Practice

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    Larp Design: Theory and Practice

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    In this great talk at Knutpunkt 2014, larpwright Eirik Fatland give a very good breadown of larp design.

    Why do people do the stuff they do at larps, and how can you make them do other, more interesting, things? Characters! Relationships! Dramaturgy! A primer on what we think we know about larp design.

    The lecturer will lecture. The audience will listen. Some will be bored and leave early. Others will stick around and discuss larp design until their brains explode.

    Eirik Fatland – The Larpwright

  • Spatial Design – Experiences

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    Spatial Design – Experiences

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    How can we create a spatial experience with which we design the player experience? Jonas Trier-Knudsen & Troels Barkholt-Spangsbo hosted this session at Knutpunkt 2014 where several organizer shared their best practices and experiences in short talks.

    The video is unfortunately cut short in the end.

    How do we change scenography from backdrop to active tool for shaping players’ experience? A series of talks explore Spatial Design as a tool for creating better games.

    Firehose-talks on spatial design: Through a series of short talks, organizers will share examples and experiences from this fledgling field within larp design.

  • Short Presentations of Larps and Projects for 2014 and 2015

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    Short Presentations of Larps and Projects for 2014 and 2015

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    At Knutpunkt 2014, a bunch of larps, festivals and events was presented. It was hosted by Magnar Grønvik Müller

    The video is unfortunately cut short in the end.

    Short and sweet presentations of upcoming larps, larp festivals, larp conventions and other interesting events.

    (more…)

  • Knutpunkt 2014 – Summary

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    Knutpunkt 2014 – Summary

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    The larp conference Knutpunkt 2014 is now over and in this post we will gather as much material as possible. This post has been updated with all the filmed presentations, many of the slides, blogposts etc.

    Last updated 2014-05-08

    Blog posts

    The Event

    The Knutpunkt Books

    Presentations

    Video & Slides

    Video

    Slides

    Social

    Other

    Social media collection