Uppsats
Second Dawn : Designing reflective experiences about aging through transformative live-action-roleplay game
Magister-uppsats
Uppsala universitet/Institutionen för speldesign
Publicerad: 2026
Språk: Engelska
Sammanfattning
This thesis investigates how a science-fiction transformative Live Action Role-Playing game (LARP) can facilitate reflection on aging and explores which design elements contribute to this process. The study focuses on Second Dawn, a chamber-style educational LARP, made for the thesis, in which players portray elderly participants in a clinical trial for an experimental rejuvenation treatment. Through this premise, the game examines themes of aging, mortality, life choices, regret, and the value of extended life. The project employed a Research Through Design methodology, combining theoretical inquiry with practical game design. The game was developed through a limited iterative design process consisting of one cycle of playtesting, redesign, and re-testing. Two playtests were conducted with a total of eight experienced LARP participants. Data were collected through observations, post-game feedback forms, debriefing discussions, and semi-structured interviews. The collected material was analyzed using thematic analysis. The theoretical framework draws on transformative LARP theory, experiential learning, reflective practice, and psychological perspectives on role-playing. Particular attention is given to the concepts of transformative containers, alibi, bleed, and reflection. These theories informed the design of specific game mechanics, including character histories, time skips, unequal rejuvenation outcomes, structured reflection scenes, and post-game debriefing. The findings suggest that participation in Second Dawn supported reflection on aging by encouraging players to engage emotionally with characters facing age-related challenges and future-oriented consequences. Reflection emerged most strongly when players encountered meaningful trade-offs, ethical dilemmas, and unequal outcomes, and when emotional experiences were followed by structured opportunities for interpretation and discussion. The results indicate that emotional engagement alone was insufficient to consistently produce reflection; instead, reflection emerged through the interaction of design, experience, and facilitated meaning-making. The thesis contributes both a playable educational LARP and practical design knowledge regarding the creation of reflective transformative experiences. The findings suggest that science-fiction LARPs can facilitate reflection on aging when they combine emotional engagement, meaningful consequences, and structured reflective processes.
Information
- Författare
- Merkl, Orsolya, Baki, Péter
- Lärosäte / institution
- Uppsala universitet/Institutionen för speldesign
- Publiceringsdatum
- 2026
- Uppsatstyp
- Magister-uppsats
- Språk
- Engelska