1,720,964 research outputs found

    Collaborative worldbuilding as sustainable problem-solving: the role of tabletop role-playing games

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    This chapter explores how Tabletop Role-Playing Games (TTRPGs) can act as social laboratories for sustainability education. Through structured yet emergent play, they enable players to engage with governance models, resource distribution, and ethical dilemmas. The findings aim to inform future approaches to games engineering and design. It draws on gameplay analysis as a methodological approach, based on data from two case studies: Empaville (4 playtests, totalling 360 minutes of gameplay) and a modified version of Dungeons & Dragons (4 one-shot sessions, totalling 16 hours). Using the Activity TheoryBased Model for Serious Games (ATMSG), these studies consider how game mechanics, instructional scaffolding and social interaction shape learning. Findings show that TTRPGs are not just storytelling platforms but spaces for problem definition, civic imagination and systems thinking. The study highlights the porous nature of the Magic Circle, where boundary objects, immersive storytelling, and emotional bleed blur distinctions between play and reality, influencing decision-making and engagement. These insights challenge traditional models of serious game design, which often prioritise fixed learning objectives and reward systems, instead advocating for a relational and emergent approach to game-based pedagogy. By cultivating narrative agency, adaptive thinking and emotional engagement, TTRPGs provide a transformative model for engineering educational games for a sustainable society, preparing players to navigate the uncertain, complex and ethical trade-offs of real-world problems

    Civic collaborative worldbuilding via role-playing games: recommendations from two case studies

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    This paper showcases the findings of current research around the use of collaborative worldbuilding techniques, facilitated by tabletop role-playing games (TTRPGs), to discuss aspects of transformative mobility and resilient futures. TTRPGs are great instruments to facilitate the design of worlds, via collective imagination. Since these games are inherently collective and collaborative, players often generate solutions to challenges together, being able to also change the gameworld, where their characters belong. This paper first starts by outlining the features of TTRPGs that facilitate collective imagination, by focusing particularly on systems thinking, transformative mobility and resilient futures. We then utilise two case studies of current projects that address collaborative worldbuilding: a hybrid RPG game about participatory budgeting (Empaville) and an adaptive version of Dungeons and Dragons (DnD) for sustainability. This is followed by an analysis of 4 one-shot games of 4 hours long each (16h of gameplay) of the DnD gameplay and 4 Empaville sessions, of 90min each (6h of gameplay). In both case studies, we have recorded the gameplay audio and we have taken observational notes. Our initial findings show that (fictional) shared objects in both gameworlds grounded the worldbuilding process. We suggest these shared objects could be further translated into the real world and influence policy making. This work is centred around the themes of collaboration and co-creation, with further suggestions for the development of innovative frameworks that tackle citizen participation and the city observatory. TTRPGs can be great opportunities to study social sustainability and adaptive city systems

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    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

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    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

    Collected Lyrics

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    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

    Collected Lyrics

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    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

    Collected Lyrics

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    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

    Collected Lyrics

    No full text
    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

    Collected Lyrics

    No full text
    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe

    Collected Lyrics

    No full text
    A collection of all the shorter poems or poetic sequences produced over the past ten years, with the exception of the book-length poem John Company (Pamenar Press, 2021). The book will feature a scholarly introduction by Francis Gene-Rowe
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