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‘That’s what girls have to think about all the time’. Board games for civic engagement and perspective-taking

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Abstract

This article discusses how multiplayer board game design can facilitate personal storytelling, discussion, and perspective-taking. Fifty-four participants played the original, intentionally imbalanced board game Right 2 Roam and contributed to group discussion in a series of workshops. Drawing on thematic analysis of data collected from these workshops, we examine how players recognise, respond to, and reflect on their own lived experience of walking alone. Players voluntarily disclosed lived experience, recognised real-world imbalance, and worked together to devise strategies for collaboration both in and outside of the game. We conclude that it is a combination of systems design (imbalance, uncertainty, randomness, and chance), embedded narrative, context of play (social, communication, and collaboration) and affordance for player expression that fulfil the potential of board games to (i) create critical engagement with serious and personally impacting topics and (ii) prompt meaningful exchange of perspective and lived experience.
Original languageEnglish
Article number6
Number of pages20
JournalGames: Research and Practice
Volume4
Issue number2
Early online date2 Feb 2026
DOIs
Publication statusPublished - 30 Jun 2026

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 5 - Gender Equality
    SDG 5 Gender Equality
  2. SDG 10 - Reduced Inequalities
    SDG 10 Reduced Inequalities
  3. SDG 16 - Peace, Justice and Strong Institutions
    SDG 16 Peace, Justice and Strong Institutions

Keywords

  • Board games
  • Social justice
  • Critical play
  • Lived experience
  • Procedural rhetoric

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  • Right 2 Roam

    Bozdog, M. (Designer) & Sloan, R. J. S. (Designer), 1 Nov 2023

    Research output: Non-textual formArtefact

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