Overview: Implementing Applied Role-playing Games
Unit 2 Overview
In Unit 2, we will discuss considerations when implementing applied role-playing games for transformative purposes. Considerations include how to work with stakeholders, how to best plan your time as a facilitator, and how to make sure your game is geared toward your transformative goals.
In this Unit, we will cover:
- Implementing Transformative Leisure Role-playing Games
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Note: Some of the materials below may not be available outside of this course. We are providing them as part of your education within this course. Do not distribute PDFs.
Required materials:
- Bowman, Sarah Lynne, Angie Bandhoesingh, Elektra Diakolambrianou, Felipe García-Soriano, Kjell Hedgard Hugaas, and Josefin Westborg. 2026. “Chapter 2: Implementing Transformative Role-playing Games in Specific Applied Contexts.” In Implementing Transformative Role-playing Games, edited by Sarah Lynne Bowman, Simon Brind, and Kjell Hedgard Hugaas, 55-115. Acta Universitatis Upsaliensis. Transformative Play Research 2. Uppsala University Publications.
- Bowman, Sarah Lynne, Angie Bandhoesingh, Simon Brind, Elektra Diakolambrianou, Kjell Hedgard Hugaas, Felipe García-Soriano, Alessandro Giovannucci, Josephine Rydberg, and Josefin Westborg. In review. “Chapter 4: Theory and Practice in Facilitating Transformative Role-playing Games.” In Implementing Transformative Role-playing Games, edited by Sarah Lynne Bowman, Simon Brind, and Kjell Hedgard Hugaas, 191-248. Acta Universitatis Upsaliensis. Transformative Play Research 2. Uppsala University Publications.
List of Games for Playtest Facilitation (Browse and Choose 3):
- Crumrine, Tyler. 2024. “Least Trivial Pursuit.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 97-104. Play Story Press.
- Dahlgren, Paul. 2024. “Eloquence! A Game about Rhetoric, Style, and Creativity.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 223-242. Play Story Press.
- Eguia-Gomez, Jose Luis, and Ruth S. Contreras-Espinosa. 2024 “Social Media Puppeteers.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 215-224. Play Story Press.
- Euteneuer, Jakob. 2024. “The Available Means.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 405-416. Play Story Press.
- Haarman, Susan. 2024. “Dewey Dilemma.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 445-454. Play Story Press.
- Mainzer, Kendall. 2024. “Someone Else’s Compass.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 455-462. Play Story Press.
- Sciutteri, Matteo. 2024. “The Voice in the Woods.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 319-327. Play Story Press.
- Torner, Evan. 2024. “Berliner U-Bahn 1932.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 473-484. Play Story Press.
- Wan, Shu. 2024. “How to Be Confucians in the 21st Century?” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 271-278. Play Story Press.
- Wardell, Jason. 2024. “Dungeons & Graduands.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 485-494. Play Story Press.
- Yu, Elliot Bear. 2024. “A Request for Archival Assistance.” In Roll for Learning: 51 Micro Tabletop Role-playing Games to Use in the Classroom., edited by Camilla Zamboni, Michael Farber, and William Merchant, 297-305. Play Story Press.
Recommended materials:
Readings:
Bleed:
- Järvelä, Simo. 2019. “How Real Is Larp?” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen, 22-24. Copenhagen, Denmark: Landsforeningen Bifrost.
- Lankoski, Petri, and Simo Järvelä. “An Embodied Cognition Approach for Understanding Role-playing.” International Journal of Role-Playing 3: 18-32.
- Leonard, Diana J., and Tessa Thurman. 2018. “Bleed-out on the Brain: The Neuroscience of Character-to-Player.” International Journal of Role-Playing 9: 9-15.
- Lukka, Lauri. 2014. “The Psychology of Immersion.” In The Cutting Edge of Nordic Larp, edited by Jon Back, 81-92. Denmark: Knutpunkt.
- Mersmann, Eric, Kim Sward, Alex Rowland, Raquel Skellington, Sarah Lynne Bowman, and Martin Nielsen. 2018. “Bleed Management, De-roling, and Debriefing.” Living Games Conference. YouTube, May 18. Use headphones.
- Montola, Markus. 2010. “The Positive Negative Experience in Extreme Role-playing.” In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Stockholm, Sweden, August 16
- Svanevik, Martine, and Simon Brind. 2016. “‘Pre-Bleed is Totally a Thing.’” In Larp Realia: Analysis, Design, and Discussions of Nordic Larp, edited by Jukka Särkijärvi, Mika Loponen, and Kaisa Kangas, 108-119. Helsinki: Ropecon ry.
- Teteau-Surel, Leïla. 2021. “10 Steps for Integrating Transformative Experiences.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde, 117-124. Oslo, Norway: Knutepunkt.
Post-game emotional reactions:
- Bowman, Sarah Lynne, and Evan Torner. 2014. “Post-Larp Depression.” Analog Game Studies 1, no. 1.
- Pöllänen, Sonja and Arjoranta, Jonne. “`Whose Were Those Feelings?´Affect and Likenessing in Halat Hisar Live Action Role-playing Game.” International Journal of Cultural Studies 24, no. 6: 899-916.
