PanoptiCorp role-playing craze Denmark where players go 50 hours straight pretending to be coke-snorting advertising executives Game called PanoptiCorp is designed to be the most intense role-play ever 40 gamers play advert execs, going without sleep or breaking character One gamer said she had a breakdown after she couldn't leave the game A group of role-playing gamers locked themselves in an office for 50 hours pretending to be drug addled advertising executives, in a bizarre experiment which left one having a breakdown. The game, called PanoptiCorp, was played by 40 men and women in Denmark this year and was filmed as part of an insight into the world of Live Action Role Playing enthusiasts, or 'LARPS'. They gathered in a Copenhagen studio in June, where they pretended to be colleagues at an advertising agency for two days straight. Locked in: The PanoptiCorp gamers locked themselves in an office for 50 hours which led to one of them having a breakdown Not quite Dungeons and Dragons: The modern twist on a role-playing game saw players pretend to be work colleagues Intense: Participants in the PanoptiCorp game were encouraged to make their characters intense as possible As part of the game, they depriving themselves of sleep while they designed sick and twisted ad campaigns for imaginary clients such as warlords and evil corporations. They designed adverts for sex toys made from children's stuffed animals and created positive PR campaigns for murderous dictators. The idea was that the LARPS forced themselves into being the worst human being possible. All players were given a brief before entering the office which they were encouraged to stick to The were also told to backstab each other, a playing brief on the experiments website says: 'As a participant in PanoptiCorp, you need to leave your morals at home. Experiment: The gamers were told to backstab each other and 'to leave their morals at home' Game: The idea was that the role-players forced themselves into being the worst human being possible Insight: The documentary was shot as a look into the strange world of Live Action Role Play games It's a tough world, and you need to be tougher and more ambitious than your colleagues. We want and expect uncompromising roleplay, and by that we mean acting out your character without regard for the (game) as a whole, without being "nice" to other players. The (game) will take care of itself. Focus on your character. With directions to be strict and ruthless, the players had to push themselves to be their characters up until they can no longer perform the morally reprehensible tasks, at which point they quit. In the documentary, the contestants, most of who do not even work in advertising can be seen marching around the PanoptiCorp office screaming down the phone to 'clients'. Actually, the people they are speaking to are other internet gamers from all over the world. Stir crazy: The documentary was shot as a look into the strange world of Live Action Role Play games Committed: The 40 players who signed up for the experiment had to try to last for 50 hours in character The 'outside' players, were pretending to be customers. They used Skype, and Google Plus to send the 'Ad Execs' briefs for campaigns, giving the players between six and eight hours to come up with an idea. The LARPS then scurry to come up with pictures, videos and slogans, putting themselves under pressure to finish the task in time before pitching the idea to the client. Once they are done, they will take on another campaign, seeing them work frantically around the clock. In a bid to make the experience as real as possible, they simulated drug use and even office affairs. But the pressure was so massive that after a day of intense 'playing' many characters told the documentary makers how they began to feel mental and emotional strain. Drug fuelled: The gamers even simulated drug use and work flirting to make the experience as real as possible Hectic: The gamers were told to be as intense as possible, even by stabbing other players in the back One player, Astrid Anderson, said she lost herself in the game after 'playing' overnight and had to walk off the set after she felt that she was having a breakdown She said: 'This morning I felt that I actually lost myself in the game. At some point you start to draw on yourself instead of the character. So the ideas and the things I was doing were my ideas. 'I was sitting in the room trying to get into game, I was saying "you can do this" but I couldn't. I had to walk out of there, I went for a long walk and started crying - actually I was breaking down. I realised that at some point hours before, I should have stopper, I should have taken myself out of the game. Another gamer said the dangers of losing your mind in the experiment were real. Affected: Stefan Deutsch said he needed 'down time' after becoming immersed in the role playing game In charge: Claus Raasted said the experience was interesting for the players who wanted an insight into a life they didn't lead Stefan Deutsch said: 'It's scary and it's rewarding at the same time. But I need down time. You can't keep this up, it's too much.' Claus Raasted, the 'Games Master' of the experiment, said the idea was interesting for the players who wanted to see a different side of life by playing horrible characters. He said: 'Very few of us actually work in the ad industry, very few of us have experience with getting some kind of task in, pulling together some creative products and selling to a customer. This is an interesting experience that very few of us have and yet its a part of our lives advertising, works its does stuff, its everywhere, trying to be on the other side is interesting. 'It's more fun designed a campaign to make an African dictator seem more humane than it is designing a milk commercial.'