TY - JOUR
T1 - ‘That’s what girls have to think about all the time’. Board games for civic engagement and perspective-taking
AU - Bozdog, Mona
AU - Rezk-Parker, Anna Marie
AU - Sloan, Robin
N1 - © 2026 Copyright held by the owner/author(s).
This work is licensed under a Creative Commons Attribution International 4.0 License.
Data availability statement:
Not present.
PY - 2026/6/30
Y1 - 2026/6/30
N2 - 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.
AB - 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.
U2 - 10.1145/3795691
DO - 10.1145/3795691
M3 - Article
SN - 2832-5516
VL - 4
JO - Games: Research and Practice
JF - Games: Research and Practice
IS - 2
M1 - 6
ER -