International Journal of Role-playing 14 -- Full Issue -- IJRP
Authors: Bowman Sarah Lynne , Torner Evan , White William J. , Rabah Mohamad , Szatkowska Weronika , Iuama Tadeu Rodrigues , Rezende Rian , Portinari Denise , Liu Yuqiao , Turi Bálint Márk , Hartyándi Mátyás , Baird Josephine , Levin Hilda , Korkeila Henry , Harviainen J. Tuomas 
Published: September 2023

IJRP 14: Full Issue
Table of Contents
Evan Torner, Sarah Lynne Bowman, and William J. White -- "Editorial: Transformative Play Seminar 2022: Role-playing, Heritage, and Culture"
This special issue is the second of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022.
"Statement by Mohamad Rabah"
The statement reveals why the keynoter from Palestine was unable to attend the seminar in Visby due to a delayed visa approval by the Swedish Embassy in Israel. The statement emphasizes the importance of play as a tool for hope for young children, but also its limitations in the face of oppression.
Weronika Szatkowska, "The People: A Serious Role-playing Game Designed to Address a Humanitarian Crisis"
This article presents a case study of a serious role-play game called The People. The game was created as a response to the migration crisis on the Polish-Belarusian border in cooperation with an engaged collective of researchers and groups of activists.
Tadeu Rodrigues Iuama, "Towards the Post-Modern Art Week: Anthropophagic Reflexes in the Brazilian Larp Scenes"
This article reflects on larp using the concept of anthropophagy. The metaphor, created by Oswald de Andrade in 1928 in Brazil, is characterized by the de-hierarchization of the hegemonic places of culture and by the critical digestion of the Other.
Rian Rezende and Denise Portinari -- "Playing with Wonders: Objects, Role-Playing Games, and the Cultural Legacy of Bispo do Rosário for the City of Rio de Janeiro"
This work focuses on an art object called “The Presentation Cloak.” The cloak forms a central element of micro role-playing games created to encourage people to experience stories linked to Brazilian cultural heritage.
Yuqiao Liu --"Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps"
Using case studies from MMORPGs and Jubensha, this article explores the great potential role-playing games have to promote the learning of intangible cultural expres sions and traditions of China and make them available to a wider public.
Bálint Márk Turi and Mátyás Hartyándi -- "Playing With The Fictitious “I”: Early Forms of Educational Role-playing in Hungary, 1938-1978"
This article analyzes various sources to determine what forms of transformative play were present at the Bánk vacation program in Hungary (1938-1978). The authors discuss the program as a unique heritage of educational role-playing.
Evan Torner -- "Jeppe and Maria Bergmann Ham-ming’s Literary-Musical Larp Adaptations"
This article addresses analog RPG authorship through an analysis of three music-based blackbox larps by Jeppe and Maria Bergmann Hamming. The larps bear a unique signature, using aesthetic idealism and high culture to explore themes of decadance and downfall.
Josephine Baird -- "Larp as a Potential Space for Non-Formal Queer Cultural Heritage"
This article argues that larp design seeking to reflect and represent queer cultural production in social and performance spaces may allow for non-formal education on LGBTQIA+ lives and heritage, as well as personal (gender) expression, exploration, and embodiment.
Hilda Levin -- "Bridging Historical and Present-Day Queer Community Through Embodied Role-playing"
This article argues that in the affirmative space of larp, playing queer personality traits that might be suppressed can offer opportunities for personal growth and community building. Such impacts are especially possible with metareflection and integration.
Henry Korkeila and J. Tuomas Harviainen -- "Gaming Capital in Contemporary Role-playing Game Platforms"
This study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974), emphasizing information flow and social space perspectives.