
Designing for hope in a hopeless world
(En Anglais)When we’re talking about larping for transformation, it feels like the focus is far too often on the experiences lived through suffering. We change perspectives by embodying stories that give us insights in why people commit horrible acts, in how decision-making can be steered into directions we don’t want to see in the world, and so on. However, in a world that seems to rapidly be acting out these scenario’s and type 2 fun in real life, does it still make sense to enact the same type 2 fun in our games? Instead of learning why we don’t want certain things to happen (again), often in an individualistic experience that might hold some blindness to the privilege we have in even being able to play some of these games, is it not worthwhile to focus on learning to hope again instead?
Conférence | Sandy
Samedi 15 novembre, 13h30-14h30