Theory and Practice in Playing for Transformation

Authors

Sarah Lynne Bowman, ; Kjell Hedgard Hugaas, ; Guus Quinten van Tilborg; Simon Brind, ; Alessandro Giovannucci; Nikola Sekulić; Josephine Rydberg,

Synopsis

We often talk about the importance of design and implementation to the player experience, but often in a hypothetical way, i.e., what we think players will experience when we design. This chapter asks deeper questions based on theoretical, praxis-based, and evidence-based work drawn from substantive play experiences. What comprises a role-playing experience? What do we know about player psychology and motivation? What skills do players need to engage effectively in games? What skills are helpful when playing for transformation? How can players effectively steer toward transformative goals? 

This chapter is geared not only at designers and organizers, but as players as well. While some designers and organizers prefer those roles to playing itself, we think understanding how play actually works is critical to these processes. Furthermore, as we discussed in Chapter 6, many organizers play narrative roles in the fiction of the game, so they experience play on a phenomenological level themselves and/or observe it up close.

Importantly, this chapter will present a variety of different theories, principles, and practices, which may align with your understanding of the play experience or contradict it. The goal here is not to posit one theory or framework as superior to others, but rather to offer you options for how to play based upon your transformative goals, as well as interpretive frameworks to better understand what is happening inside and outside the magic circle for your players. As with many of the suggestions in this book, you can take what works best for you and leave the rest, but having a passing familiarity with these concepts will help you better engage with various communities related to transformative role-playing games. For more on the experience of play, see What Do We Do When We Play? (Saitta, Koljonen, Särkijärvi, Grove, Männistö, and Makkonen eds. 2020).

This chapter begins with exploring theories related to the phenomenon of play, especially with relation to personal, interpersonal, and social development. We then transition to providing more practical recommendations for developing skills in transformative play.

Author Biographies

Sarah Lynne Bowman, Uppsala University

Sarah Lynne Bowman is a scholar, game designer, and event organizer. She received her B.A. and M.A. from the University of Texas at Austin in Radio-Television- Film and her Ph.D. from the University of Texas at Dallas in Arts and Humanities. Bowman has taught in the Humanities, English, and Communication. Currently, she is an Associate Professor in Game Design at Uppsala University Campus Gotland. She formerly served as Coordinator for the Peace & Conflict Studies program at Austin Community College, where she teaches Humanities. Bowman is a founding member of the Transformative Play Initiative, who research analog role-playing games as vehicles for personal and social change. She co-edited The Wyrd Con Companion Book (2012-2015) and currently edits for the International Journal of Role-Playing and Nordiclarp.org. Bowman has co-organized several conferences, including Living Games (2014, 2016, 2018), Role-playing and Simulation and Education (2016, 2018), and the Transformative Play Initiative Seminar (2022). More information at sarahlynnebowman.com.

Kjell Hedgard Hugaas, Uppsala University

Kjell Hedgard Hugaas is a Northern Norwegian game designer, organizer, writer, theorist, and trained actor. In particular, he is engaged within the Nordic larp tradition, where he has been active for a bit over two decades. For the last few years, he has explored the transformative potential of games, and has proposed specific intentional game design practices that facilitate transformative effects. As well as being a founding member of the Transformative Play Initiative, Hugaas has theorized how ideas impact players through the processes of memetic bleed, procedural bleed, and identity bleed. His work on bleed has so far culminated in his 2022 Master’s thesis in Game Design at Uppsala University, and he is planning to expand on this theoretical work in the future. In 2023, he completed a second thesis for UU on the impacts of larp on participants’ attitudes and anxieties around death. He works as a project assistant on EDGE, the Erasmus+ Cooperation Partnership ROCKET, and the Horizon Europe Larpocracy project through LARPifiers. Hugaas is the co-founder and CEO of the game studio and research company Evocative Games AB, where he currently works as a consultant, researcher, narrative designer, and writer, including for the Erasmus+ Dystolarp project

Guus Quinten van Tilborg

Guus van Tilborg is a Ph.D. student at Groningen University. Originally from the Netherlands, he recently graduated with a Master’s degree in Game Design from Uppsala University Campus Gotland. Guus received an M.A. in History (American Studies), an M.S. in Social-Cultural Anthropology at the University of Amsterdam, and a Bachelor’s degree in Anthropology at the University of Minnesota, Twin Cities. Besides his academic pursuits, Guus has been actively teaching in various settings, ranging from language tutoring college students to teaching immigrants civics and history. Throughout his career, the central theme has been “belongingness” and how to make people feel welcomed and accepted: a theme that also happens to be his main research interest. Guus is a volunteer with Erasmus+ EDGE.

Simon Brind, Avalon Larp Studio, British Broadcasting Corporation (BBC)

 

 Simon Brind is a larp writer and academic from London, England. He received his Bachelor’s degree in English Literature from University College London, has a Master’s degree in Software Engineering from the University of Westminster, and a second Master’s in Creative Writing from Middlesex University. He completed his Ph.D. in 2023 at the Digital Cultures Research Centre at the University of the West of England. His thesis, Combat Narratology: Strategies for the Resolution of Narrative Crisis in Participatory Fiction, is available from the Digital Cultures Research Centre, (UWE), Bristol. His research looks at emergent narrative structures in participatory fiction and the tension between authorial and participant agency. He has been a larper since 1983, a larpwright since 1986, and is a founding member of Avalon Larp Studio. He has worked on some of the largest and longest running larp systems in the UK as well as projects across Europe and North America.

Alessandro Giovannucci

Alessandro Giovannucci is an award-winning game designer and theorist working in the field of larp and immersive experience. He co-founded the larp collective Chaos League in 1992 and wrote the manifesto “Southern Way – New Italian Larp.” His work focuses on political and social topics, experienced through the participatory nature of larp. He has worked on different formats and styles of games, going from small ones (First They Came) to some of the bigger and most successful international larps (Sahara Expedition, Miskatonic University). Very active in the field of online larp, he designed games and organized several online festivals in the last years including the International Larp Festival. Alessandro is also regularly invited to host talks, larp design workshops and seminars all over Europe and their games are hosted in some of the most important festivals. Has already participated, both as a partner and leader, in European funded projects related to larp, civil rights and education. Alessandro is also a music teacher at the University of Teramo and University of Chieti, researching the relationship between materialism and storytelling in the arts.

Nikola Sekulić

Nikola Sekulić is a career athlete, martial artist, stuntman, HEMA scholar, and instructor, as well as a larp and game designer. Throughout his athletic career he has achieved numerous medals and recognitions through various sports such as Judo, Gymnastics, Parkour, HEMA, etc. He specializes in biomechanics, kinesiology, kinetics, locomotion and sports psychology. He has worked in several Erasmus+ projects and is a member of the LARPifiers non-profit organization. Sekulić has been a larper since 2016 and has attended a great number of larps as well as helping establish, edit, and run several game settings and rulesets throughout Balkan larp communities. He likes to focus on bodily self expression, body positivity, self-improvement, nurture, and growth through body movement. He hopes to spread positive athletic values in a friendly way to others through nonformal education.

Josephine Rydberg, Stockholm University of the Arts

 

Josephine Rydberg is a Ph.D. candidate at Stockholm University of the Arts (SKH). The research project Dramaturgy for Participatory Practices is explored using examples from larp and social VR. Her focus is on designing play for avatars and finding best practices for adapting larp designs to a virtual environment. Rydberg has held a position as a crossmedia developer for the County Council of Gävleborg (Region Gävleborg) since 2014, and has developed a number of innovative projects mixing storytelling and new technology. Current projects include: VR & World Heritage, Games Culture, and the Storytech conference. Rydberg has been a larper since the early ‘90s and was one of the founding members of Gothenberg’s first larp society. She holds an M.A. in Film & Theatre from the University of Sheffield and M.A.s in film production from the University of Gothenburg (Filmhögskolan, Göteborgs Universitet) and Stockholm Academy of the Arts (Dramatiska Institutet).

Published

June 11, 2026

Online ISSN

3035-7934

Print ISSN

3035-7594

How to Cite

(Ed.). (2026). Theory and Practice in Playing for Transformation. In Implementing Transformative Role-playing Games: Vol. Transformative Play Research Series, 2. Uppsala Scholarly Books. https://doi.org/10.33063/rb98dh69