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What would your character do? Emotional intelligence, psychological safety and identity in TTRPG design

What would your character do? Emotional intelligence, psychological safety and identity in TTRPG design
What would your character do? Emotional intelligence, psychological safety and identity in TTRPG design
This paper explores how Dungeon Masters (DMs) design and facilitate scenarios in Dungeons & Dragons (DnD) that scaffold the practice of emotional intelligence (EI) during play. This study used a qualitative, abductive methodology, drawing on interviews, co-design data and live gameplay recordings to examine how narrative and mechanics engaged players in emotional regulation, empathy and relationship management. DnD is positioned as an immersive environment for leadership learning, where emotionally intelligent behaviours are rehearsed
and refined through narrative framing, role negotiation and in-character
decision-making under uncertainty. Findings highlight a series of mechanics and design strategies such as soft failure, secret objectives and managed player-versus-player tension that support players in exploring emotional and interpersonal dynamics in character. These moments are deliberately structured to support reflection and interpersonal responsiveness; the construct of ’alibi’ enables psychological safety and experimentation, while ’bleed’ facilitates personal insight and identity work. This analysis contributes a practice-oriented map of the levers DMs use to design for emotional engagement and identity work, as well as of how players respond in terms of leadership, identity and group dynamics.
Emotional intelligence, Identity, Leadership development, Serious games, Social constructionism
0302-9743
106-115
Springer Nature
Risley, Kristina Louise
6b774963-ffc5-4041-b0cb-420392dce939
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Gomer, Richard
71c5969f-2da0-47ab-b2fb-a7e1d07836b1
Buckingham, Chris
8af5d962-d50b-4635-8de7-98659cfeb611
Bakkes, Sander
Bellotti, Francesco
Dondio, Pierpaolo
Ninaus, Manuel
Wannick, Vanissa
Bucchiarone, Antonio
Risley, Kristina Louise
6b774963-ffc5-4041-b0cb-420392dce939
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Gomer, Richard
71c5969f-2da0-47ab-b2fb-a7e1d07836b1
Buckingham, Chris
8af5d962-d50b-4635-8de7-98659cfeb611
Bakkes, Sander
Bellotti, Francesco
Dondio, Pierpaolo
Ninaus, Manuel
Wannick, Vanissa
Bucchiarone, Antonio

Risley, Kristina Louise, Wanick, Vanissa, Gomer, Richard and Buckingham, Chris (2026) What would your character do? Emotional intelligence, psychological safety and identity in TTRPG design. In, Bakkes, Sander, Bellotti, Francesco, Dondio, Pierpaolo, Ninaus, Manuel, Wannick, Vanissa and Bucchiarone, Antonio (eds.) Games and Learning Alliance: 14th International Conference, GALA 2025, Utrecht, The Netherlands, November 19–21, 2025, Proceedings. (Lecture Notes in Computer Science, 16307 LNCS) Springer Nature, pp. 106-115. (doi:10.1007/978-3-032-11043-5_11).

Record type: Book Section

Abstract

This paper explores how Dungeon Masters (DMs) design and facilitate scenarios in Dungeons & Dragons (DnD) that scaffold the practice of emotional intelligence (EI) during play. This study used a qualitative, abductive methodology, drawing on interviews, co-design data and live gameplay recordings to examine how narrative and mechanics engaged players in emotional regulation, empathy and relationship management. DnD is positioned as an immersive environment for leadership learning, where emotionally intelligent behaviours are rehearsed
and refined through narrative framing, role negotiation and in-character
decision-making under uncertainty. Findings highlight a series of mechanics and design strategies such as soft failure, secret objectives and managed player-versus-player tension that support players in exploring emotional and interpersonal dynamics in character. These moments are deliberately structured to support reflection and interpersonal responsiveness; the construct of ’alibi’ enables psychological safety and experimentation, while ’bleed’ facilitates personal insight and identity work. This analysis contributes a practice-oriented map of the levers DMs use to design for emotional engagement and identity work, as well as of how players respond in terms of leadership, identity and group dynamics.

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GALA_2025__DnD_Paper - Author Accepted - Accepted Manuscript
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e-pub ahead of print date: 2 January 2026
Published date: 2026
Keywords: Emotional intelligence, Identity, Leadership development, Serious games, Social constructionism

Identifiers

Local EPrints ID: 509723
URI: http://eprints.soton.ac.uk/id/eprint/509723
ISSN: 0302-9743
PURE UUID: 999001d5-09e5-40f0-b329-b2ee86162573
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 Chris Buckingham: ORCID iD orcid.org/0000-0001-8417-1007

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Date deposited: 03 Mar 2026 18:00
Last modified: 04 Mar 2026 03:05

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Contributors

Author: Kristina Louise Risley ORCID iD
Author: Vanissa Wanick ORCID iD
Author: Richard Gomer ORCID iD
Editor: Sander Bakkes
Editor: Francesco Bellotti
Editor: Pierpaolo Dondio
Editor: Manuel Ninaus
Editor: Vanissa Wannick
Editor: Antonio Bucchiarone

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