The Collaborative Sensemaking Play of Jubensha Games: A Deconstruction, Taxonomy, and Analysis

Jubensha games, popular in China, combine storytelling, social deduction, and script-centered group play, sparking widespread interest among gamers and researchers worldwide. However, enthusiasts and researchers have struggled to accurately describe Jubensha , often defaulting to comparisons with genres like murder mystery and live-action role-playing games. This reliance on comparisons hinders efforts to generalize Jubensha or to deconstruct and adapt its unique design components, dynamics of player interaction, and playing experience into other games. This research provides a taxonomy and analysis of Jubensha games, based on a thematic analysis of over 80 Jubensha games accessed through mobile applications and physical copies. The analysis combines the authors’ positionalities as native Chinese and English speakers and lenses from close reading of the games, discourse analysis, and distributed cognition. We provide summative case studies to exemplify our taxonomy, and discuss design implications for Jubensha games for future projects. Our work provides a descriptive tool and vocabulary for researchers and designers to facilitate communication and theorize the evolving Jubensha gaming phenomenon highlighting how gameplay centers collaborative sensemaking. In addition, we argue that the design of game narratives in Jubensha games, including structures in scripts and the evolving performance of players, can be generalized and transferred to the design of a wider range of analog and video games.

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Publication Details

Journal
Games Research and Practice
Published
2025-02-28
DOI
https://doi.org/10.1145/3721121
Citations
1
Primary Topic
Business Strategy and Innovation
Type
article
Field-Weighted Citation Impact
2.23
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The Collaborative Sensemaking Play of Jubensha Games: A Deconstruction, Taxonomy, and Analysis

Gillian Smith, Shano Liang, Phoebe O. Toups Dugas, Max Chen et al.
1 citations
Games Research and Practice
Business Strategy and Innovation
2.23
article

The Collaborative Sensemaking Play of Jubensha Games: A Deconstruction, Taxonomy, and Analysis

Gillian Smith, Shano Liang, Phoebe O. Toups Dugas, Max Chen, Rose Bohrer
article en
1 citations

Abstract

Jubensha games, popular in China, combine storytelling, social deduction, and script-centered group play, sparking widespread interest among gamers and researchers worldwide. However, enthusiasts and researchers have struggled to accurately describe Jubensha , often defaulting to comparisons with genres like murder mystery and live-action role-playing games. This reliance on comparisons hinders efforts to generalize Jubensha or to deconstruct and adapt its unique design components, dynamics of player interaction, and playing experience into other games. This research provides a taxonomy and analysis of Jubensha games, based on a thematic analysis of over 80 Jubensha games accessed through mobile applications and physical copies. The analysis combines the authors’ positionalities as native Chinese and English speakers and lenses from close reading of the games, discourse analysis, and distributed cognition. We provide summative case studies to exemplify our taxonomy, and discuss design implications for Jubensha games for future projects. Our work provides a descriptive tool and vocabulary for researchers and designers to facilitate communication and theorize the evolving Jubensha gaming phenomenon highlighting how gameplay centers collaborative sensemaking. In addition, we argue that the design of game narratives in Jubensha games, including structures in scripts and the evolving performance of players, can be generalized and transferred to the design of a wider range of analog and video games.

Games Research and Practice
Worcester Polytechnic Institute (US), Monash University (AU)
Openalex Percentile: Top 13%
Business Strategy and Innovation
2.23
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The Collaborative Sensemaking Play of Jubensha Games: A Deconstruction, Taxonomy, and Analysis — Gillian Smith, Shano Liang, et al. · Games Research and Practice (2025) | TGRS Research Map | TGRS