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

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.

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Publication Details

Journal
Games Research and Practice
Published
2026-02-02
DOI
https://doi.org/10.1145/3795691
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

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

Mona Bozdog, Anna Marie Rezk-Parker, Robin Sloan
Games Research and Practice
Educational Games and Gamification
article

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

Mona Bozdog, Anna Marie Rezk-Parker, Robin Sloan
article en

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.

Games Research and PracticeVol. 4(2)
University of Glasgow (GB), Abertay University (GB)
Gender equality
Openalex Percentile: Top 71%
Educational Games and Gamification
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