Live-action role-playing game (LARP) constitute a significant cultural phenomenon that blends elements of gameplay, theatrical art, and social interaction. Despite their considerable popularity and active development, academic literature still lacks a unified and detailed classification system. This gap stems from the diversity of forms, regional peculiarities, and constant evolution of gaming practices. The purpose of this study is to analyze existing LARP classifications, develop a structured descriptive system, and determine their place among diverse gaming formats, including computer, tabletop, business, and educational games. The research examines key theoretical approaches to understanding play activity proposed by J. Huizinga and R. Caillois, while assessing their applicability to LARP classification. The research methodology incorporates analysis of academic literature and practical electronic sources (thematic sites, pages on social networks), autoethnographic data (personal gaming experience), and comparative analysis contrasting LARP with other gaming forms. The scientific novelty of this work lies in its attempt to overcome the fragmented nature of existing research by proposing a holistic classification model that accounts for both theoretical foundations of games and practical aspects of their organization. Particular attention is given to specific characteristics of live-action role-playing games, including their spatial-organizational forms (field games, resort-based games, urban games, and chamber games), genre diversity (fantasy, science fiction, historical, post-apocalyptic), settings and participation formats (open-access games, casting-based games, and closed/invitation-only games). The study also addresses the position of LARP in contemporary gaming culture, emphasizing their uniqueness as an interactive format that combines physical and mental immersion in a game reality. The research findings may prove valuable for further study of LARP as social, cultural, and psychological phenomena, as well as for developing new gaming formats.