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

Collaborative worldbuilding as sustainable problem-solving: the role of tabletop role-playing games
Collaborative worldbuilding as sustainable problem-solving: the role of tabletop role-playing games
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 Theory
Based 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.
Springer Cham
Risley, Kristina Louise
6b774963-ffc5-4041-b0cb-420392dce939
Wanick, Vanissa
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Gomer, Richard
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Gene-Rowe, Francis
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Owen, Joseph
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Bucchiarone, Antonio
Rossi, Valentina
Wanick, Vanissa
Risley, Kristina Louise
6b774963-ffc5-4041-b0cb-420392dce939
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Gomer, Richard
71c5969f-2da0-47ab-b2fb-a7e1d07836b1
Gene-Rowe, Francis
d20d65f7-bdf1-4833-98e0-13c47b0f3a7f
Owen, Joseph
5a9d0ced-96e5-45af-8dab-89a778d6a375
Bucchiarone, Antonio
Rossi, Valentina
Wanick, Vanissa

Risley, Kristina Louise, Wanick, Vanissa, Gomer, Richard, Gene-Rowe, Francis and Owen, Joseph (2025) Collaborative worldbuilding as sustainable problem-solving: the role of tabletop role-playing games. In, Bucchiarone, Antonio, Rossi, Valentina and Wanick, Vanissa (eds.) Engineering Educational Games for a Sustainable Society: Play, Learn and Transform. 1 ed. Springer Cham.

Record type: Book Section

Abstract

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 Theory
Based 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.

Text
Engineering_Educational_Games_for_a_Sustainable_Society__Play__Learn__and_Transform - Author Accepted Manuscript - Accepted Manuscript
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e-pub ahead of print date: 15 December 2025
Published date: 15 December 2025

Identifiers

Local EPrints ID: 506378
URI: http://eprints.soton.ac.uk/id/eprint/506378
PURE UUID: ff2cad62-1e42-42cb-a352-7bcf5b3ba73a
ORCID for Kristina Louise Risley: ORCID iD orcid.org/0000-0002-4368-6175
ORCID for Vanissa Wanick: ORCID iD orcid.org/0000-0002-6367-1202
ORCID for Richard Gomer: ORCID iD orcid.org/0000-0001-8866-3738
ORCID for Joseph Owen: ORCID iD orcid.org/0000-0002-2483-6502

Catalogue record

Date deposited: 05 Nov 2025 17:46
Last modified: 15 Nov 2025 03:11

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Contributors

Author: Kristina Louise Risley ORCID iD
Author: Vanissa Wanick ORCID iD
Author: Richard Gomer ORCID iD
Author: Francis Gene-Rowe
Author: Joseph Owen ORCID iD
Editor: Antonio Bucchiarone
Editor: Valentina Rossi
Editor: Vanissa Wanick

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