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Publications (10 of 41) Show all publications
Bowman, S. L. & Westborg, J. (Eds.). (2026). Juegos Depara Colobaraciones de Ivestigación Interdisciplinar. Universidad del País Vasco
Open this publication in new window or tab >>Juegos Depara Colobaraciones de Ivestigación Interdisciplinar
2026 (Spanish)Collection (editor) (Other academic)
Place, publisher, year, edition, pages
Universidad del País Vasco, 2026
National Category
Other Social Sciences not elsewhere specified
Identifiers
urn:nbn:se:uu:diva-586661 (URN)978-84-1319-781-4 (ISBN)
Available from: 2026-05-21 Created: 2026-05-21 Last updated: 2026-05-21
Bowman, S. L., Öberg, P., Johansson, K. & Waern, A. (2026). Mapping the Design Terrain between Live Action Role-Playing Games and Deliberative Events for Democratic Skill Development. In: Susan Haarman (Ed.), Education and Analog Role-Playing Games: Theory and Pedagogy, Volume 1 (pp. 232-279). CRC Press
Open this publication in new window or tab >>Mapping the Design Terrain between Live Action Role-Playing Games and Deliberative Events for Democratic Skill Development
2026 (English)In: Education and Analog Role-Playing Games: Theory and Pedagogy, Volume 1 / [ed] Susan Haarman, CRC Press, 2026, p. 232-279Chapter in book (Refereed)
Abstract [en]

This chapter maps the design terrain between two fields that hold promise in cultivating democratic skill development: live action role-playing games (larp) and deliberative events. First, we provide definitions for both fields, explaining how they have independently developed as spaces to help address critical issues in democracy. In the case of political larp, these events are often held as a form of activities to raise awareness on key social problems that challenge democratic cohesion and peace. Deliberative events, on the other hand, are often held as a means to promote discussion on political issues among people who hold ideological differences, which tends to lead to depolarization and a sense of collective identity in the group. This chapter examines the overlap between the benefits reported in empirical research in both fields, recommending learning objectives and desired outcomes for designing deliberative larps. We briefly discuss key topics necessary to explore regarding the conditions for both fields, noting challenges that might arise in the design of deliberative larps, e.g., for inclusion. Finally, we provide implications for this new research agenda, indicating areas for growth in the design of both fields in dialogue with one another.  

Place, publisher, year, edition, pages
CRC Press, 2026
Keywords
education, democratic deliberation, live action role-playing games, larp, deliberative events, learning objectives, game design
National Category
Design Psychology (Excluding Applied Psychology) Political Science
Research subject
Education; Political Science; Media and Communication Studies
Identifiers
urn:nbn:se:uu:diva-574457 (URN)10.1201/9781003641353-15 (DOI)2-s2.0-105031898380 (Scopus ID)9781041076070 (ISBN)9781041076124 (ISBN)9781003641353 (ISBN)
Funder
EU, Horizon Europe, 101177307
Note

This research is co-funded by the European Union’s Horizon Europe project Larpocracy: Developing Spaces for Deliberation and Democratic Skills through Role-playing. Larpocracy integrates perspectives from researchers on game studies, larp design, transformative play, political science, and human-computer interaction. The project aims to explore larp in relation to democratic processes, including deliberative events, and how the combination can promote civic outcomes related to democratic participation. 

Available from: 2025-12-31 Created: 2025-12-31 Last updated: 2026-09-04Bibliographically approved
Johansson, K., Koljonen, J., Stenros, J., Öberg, P. & Bowman, S. L. (2026). Playing a Role in Democracy: Political Live Action Role-playing Games, Activism, and Deliberation. In: Susan Haarman (Ed.), Education and Analog Role-Playing Games: Theory and Pedagogy, Volume 1 (pp. 187-231). CRC Press
Open this publication in new window or tab >>Playing a Role in Democracy: Political Live Action Role-playing Games, Activism, and Deliberation
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2026 (English)In: Education and Analog Role-Playing Games: Theory and Pedagogy, Volume 1 / [ed] Susan Haarman, CRC Press, 2026, p. 187-231Chapter in book (Refereed)
Abstract [en]

This chapter explores the potential of live action role-playing (larp) as a tool for encouraging participant engagement with political issues and for developing democratic values and skills, including skills related to democratic deliberation. The history of role-playing as a tool for democratic training significantly pre-dates leisure role-playing games, and role-playing games, including larps, have engaged with political issues and democratic themes for as long as they have existed.

Within certain design communities political larp has been particularly prominent. One such community is Nordic larp, the early works of which were designed for political awareness-raising or even intended to affect participant behaviours in the real world, and the use of Nordic larp for political discussion, satire, activism, and democratic skills training has continued. Another one is educational larps (edu-larps), now a professional practice, which has brought bespoke design practices to applied spheres of informal, non-formal, and formal learning, often also informed by pedagogical theory and didactic best practices.

This chapter maps the development of Nordic political larps with examples that tackle their uses and impacts. It also explores challenges related to playing and designing larps with political impact goals. 

Place, publisher, year, edition, pages
CRC Press, 2026
Keywords
political larp, democracy, Nordic larp, education, deliberation, activism, live action role-playing games
National Category
Political Science (Excluding Peace and Conflict Studies) Human Computer Interaction Design
Research subject
Human-Computer Interaction; Education
Identifiers
urn:nbn:se:uu:diva-574458 (URN)10.1201/9781003641353-14 (DOI)2-s2.0-105031918370 (Scopus ID)9781041076070 (ISBN)9781041076124 (ISBN)9781003641353 (ISBN)
Funder
EU, Horizon Europe, 101177307
Note

This research is co-funded by the European Union’s Horizon Europe project Larpocracy: Developing Spaces for Deliberation and Democratic Skills through Role-playing. Larpocracy integrates perspectives from researchers on game studies, larp design, transformative play, political science, and human-computer interaction. The project aims to explore larp in relation to democratic processes, including deliberative events, and how the combination can promote civic outcomes related to democratic participation. 

Available from: 2025-12-31 Created: 2025-12-31 Last updated: 2026-09-04Bibliographically approved
Schreiber, A. & Hugaas, K. H. (2026). Practicing Conflict Transformation Skills through Role-playing Games for Diversity, Equity, and Inclusion in Higher Education. Journal of Roleplaying Studies and STEAM, 5(1), 6-42
Open this publication in new window or tab >>Practicing Conflict Transformation Skills through Role-playing Games for Diversity, Equity, and Inclusion in Higher Education
2026 (English)In: Journal of Roleplaying Studies and STEAM, ISSN 2992-7803, Vol. 5, no 1, p. 6-42Article in journal (Refereed) Published
Abstract [en]

This study describes and assesses an educational intervention implemented to teach conflict transformation skills and address issues of diversity, equity, and inclusion (DEI) in higher education. Developed within the European Union's ROCKET project, the initiative connected courses across the Universities of Göttingen, Groningen, and Uppsala through Critical Virtual Exchange (CVE), incorporating both synchronous and asynchronous online learning activities. 

Role-playing game scenarios were facilitated to provide experiential engagements with conflict, allowing students to practice nonviolent communication, identify positions, interests, feelings, and needs, and explore distinct conflict styles. Utilizing a mixed-methods evaluation framework, the research collected demographic data alongside quantitative assessment via subscales adapted from the Intrinsic Motivation Inventory (IMI) and qualitative student feedback. Findings indicate positive student responses, characterized by medium-to-high scores across theIntere st/Enjoyment, Value/Usefulness, and Relatedness subscales, demonstrating the potential of role-playing games within virtual exchanges to support intercultural communication skills in higher education settings. 

Keywords
Conflict transformation, Juegos de rol, Role-playing games, Critical Virtual Exchange, Diversity, equity, inclusion
National Category
Psychology Other Humanities
Identifiers
urn:nbn:se:uu:diva-594981 (URN)
Projects
Erasmus+ Cooperation Partnership ROCKET
Available from: 2026-08-04 Created: 2026-08-04 Last updated: 2026-08-11Bibliographically approved
Bowman, S. L., Diakolambrianou, E., Bandhoesingh, A., van Tilborg, G. Q., Giovannucci, A. & Suominen, T. (2025). Chapter 1: A Brief Introduction to Role-playing Games and Cousin Forms. In: Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind (Ed.), Transformative Role-playing Game Design: (pp. 19-47). 07 Gruppen
Open this publication in new window or tab >>Chapter 1: A Brief Introduction to Role-playing Games and Cousin Forms
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2025 (English)In: Transformative Role-playing Game Design / [ed] Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind, 07 Gruppen, 2025, p. 19-47Chapter in book (Refereed)
Abstract [en]

This chapter briefly introduces various categories of analog role-playing games, as well as “cousin forms” that share similarities with transformative RPGs. This section is not intended to be comprehensive, but rather establishes key terms and genres that we will use throughout the book.

This textbook was developed for EDGE, an Erasmus+ Cooperation Partnership for curriculum development in transformative game design between Uppsala University, Avalon Larp Studio, Chaos League, Dragons' Nest, and Turku University of Applied Sciences. 

Place, publisher, year, edition, pages
07 Gruppen, 2025
Series
Transformative Play Research Series, ISSN 3035-7594, E-ISSN 3035-7934 ; 1
Keywords
analog role-playing games, tabletop, live action role-playing games, larp, freeform, transformative, simulation
National Category
Design
Research subject
Media and Communication Studies
Identifiers
urn:nbn:se:uu:diva-574483 (URN)10.33063/4hrhm124 (DOI)
Funder
European Commission, 2023-1-SE01-KA220-HED-000153279
Available from: 2026-01-01 Created: 2026-01-01 Last updated: 2026-04-27Bibliographically approved
Bowman, S. L., Diakolambrianou, E., Hugaas, K. H., Westborg, J. & Baird, J. (2025). Chapter 2: Transformative Role-playing Games: Types, Purposes, and Features. In: Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind (Ed.), Transformative Role-playing Game Design: (pp. 49-79). Uppsala University
Open this publication in new window or tab >>Chapter 2: Transformative Role-playing Games: Types, Purposes, and Features
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2025 (English)In: Transformative Role-playing Game Design / [ed] Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind, Uppsala University, 2025, p. 49-79Chapter in book (Refereed)
Abstract [en]

This chapter outlines our definition of transformation, describing the three types of transformative role-playing games we emphasize in this book: transformative leisure, therapeutic, and educational. We also provide a brief overview of our model of transformative game design, upon which we expand in later chapters.

Place, publisher, year, edition, pages
Uppsala University, 2025
Series
Transformative Play Research Series, ISSN 3035-7594 ; 1
Keywords
analog role-playing games, tabletop, live action role-playing games, larp, therapy, therapeutic, education, educational, transformative, debrief, workshop
National Category
Design Applied Psychology
Research subject
Media and Communication Studies; Psychology
Identifiers
urn:nbn:se:uu:diva-574484 (URN)10.33063/r05n5t44 (DOI)978-91-513-2301-5 (ISBN)
Projects
Erasmus EDGE+
Funder
European Commission, 2023-1-SE01-KA220-HED-000153279
Available from: 2026-01-01 Created: 2026-01-01 Last updated: 2026-04-23Bibliographically approved
Diakolambrianou, E., Bowman, S. L., Brind, S., Westborg, J. & Hugaas, K. H. (2025). Chapter 3: Theory, Central Concepts, and Inspirational Materials. In: Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind (Ed.), Transformative Role-playing Game Design: (pp. 80-139). Uppsala University
Open this publication in new window or tab >>Chapter 3: Theory, Central Concepts, and Inspirational Materials
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2025 (English)In: Transformative Role-playing Game Design / [ed] Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind, Uppsala University, 2025, p. 80-139Chapter in book (Refereed)
Abstract [en]

In this chapter, we highlight the many theories and concepts that have informed our theoretical framework and curriculum in transformative game design. Reflecting our interdisciplinary backgrounds, these theories arise from role-playing game studies, peace and conflict studies, psychology, social psychology, sociology, counseling, pedagogy, anthropology, and several other fields. Key concepts include bleed, alibi, RPGs as transformational containers, immersion, identity, transfer, ritual, psychotherapeutic techniques, various interaction theories, and educational theories, among others. 

Place, publisher, year, edition, pages
Uppsala University, 2025
Series
Transformative Play Research Series, ISSN 3035-7594 ; 1
Keywords
live action role-playing games, larp, transformative, counselling, identity, psychology, immersion, interpersonal, bleed
National Category
Applied Psychology Design
Research subject
Media and Communication Studies; Psychology
Identifiers
urn:nbn:se:uu:diva-574485 (URN)10.33063/xjq2gm46 (DOI)978-91-513-2301-5 (ISBN)
Projects
Erasmus+ EDGE
Funder
European Commission, 2023-1-SE01-KA220-HED-000153279
Available from: 2026-01-01 Created: 2026-01-01 Last updated: 2026-04-23Bibliographically approved
Bowman, S. L., Brind, S., Giovannucci, A., Hugaas, K. H. & Westborg, J. (2025). Chapter 4: Practice: Transformative Role-playing Game Design and Research. In: Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind (Ed.), Transformative Role-playing Game Design: (pp. 140-179). Uppsala University
Open this publication in new window or tab >>Chapter 4: Practice: Transformative Role-playing Game Design and Research
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2025 (English)In: Transformative Role-playing Game Design / [ed] Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind, Uppsala University, 2025, p. 140-179Chapter in book (Refereed)
Abstract [en]

This chapter offers practical recommendations for designing transformative role-playing games based on our model. Topics include designing transformative goals, framing activities such as workshops and debriefs, narrative design, and culture design. 

Place, publisher, year, edition, pages
Uppsala University, 2025
Series
Transformative Play Research Series, ISSN 3035-7594 ; 1
Keywords
live action role-playing games, larp, transformative, game design, characters, relations
National Category
Design
Research subject
Media and Communication Studies
Identifiers
urn:nbn:se:uu:diva-574486 (URN)10.33063/yee0y133 (DOI)978-91-513-2301-5 (ISBN)
Projects
Erasmus+ EDGE
Funder
European Commission, 2023-1-SE01-KA220-HED-000153279
Available from: 2026-01-01 Created: 2026-01-01 Last updated: 2026-04-23Bibliographically approved
Bowman, S. L., Diakolambrianou, E., Baird, J., Bandhoesingh, A., Westborg, J. & Hugaas, K. H. (2025). Chapter 5: Safety and Community Container Setting. In: Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind (Ed.), Transformative Role-playing Game Design: (pp. 180-222). Uppsala University
Open this publication in new window or tab >>Chapter 5: Safety and Community Container Setting
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2025 (English)In: Transformative Role-playing Game Design / [ed] Sarah Lynne Bowman, Elektra Diakolambrianou, and Simon Brind, Uppsala University, 2025, p. 180-222Chapter in book (Refereed)
Abstract [en]

In this chapter, we emphasize topics related to establishing and maintaining psychological safety, as well as methods for community container setting, meaning ways in which to cultivate transformational communities around games. Topics include safety strategies before, during, and after games; working with specific populations; crisis management; and sensitive content and representation. In particular, we discuss politics, culture, gender, sexuality, race, and ethnicity, neurodiversity, and accessibility.

Place, publisher, year, edition, pages
Uppsala University, 2025
Series
Transformative Play Research Series, ISSN 3035-7594 ; 1
Keywords
live action role-playing games, larp, transformative, safety, consent, techniques, bleed
National Category
Design Psychology
Research subject
Media and Communication Studies; Psychology
Identifiers
urn:nbn:se:uu:diva-574488 (URN)10.33063/6tbcs669 (DOI)978-91-513-2301-5 (ISBN)
Projects
Erasmus EDGE+
Funder
European Commission, 2023-1-SE01-KA220-HED-000153279
Available from: 2026-01-01 Created: 2026-01-01 Last updated: 2026-04-23Bibliographically approved
Eccles, K., Eklund, L., Gerrard, C., Bowman, S. L., Williams, W., Rodéhn, C., . . . Reynolds, M. (2025). Conversations on Creativity vol. 1: Monstrosity. Uppsala: The Oxford-Uppsala Culture & Creativity Research Cluster
Open this publication in new window or tab >>Conversations on Creativity vol. 1: Monstrosity
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2025 (English)Book (Other (popular science, discussion, etc.))
Place, publisher, year, edition, pages
Uppsala: The Oxford-Uppsala Culture & Creativity Research Cluster, 2025. p. 42
National Category
Interdisciplinary Studies in Humanities and Arts
Identifiers
urn:nbn:se:uu:diva-572021 (URN)
Available from: 2025-11-25 Created: 2025-11-25 Last updated: 2026-01-12Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1277-8787

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