This document discusses the board game Mind Shadows, which was designed to help players better understand emotionally complex situations in their lives. The game uses mechanics inspired by psychodrama therapy to guide players through warm-up, activity, and integration phases of play. It aims to allow real-life feelings and issues to bleed into the game experience ("bleed-in") and for insights to bleed back out, providing a safe space to reflect. Future work may focus on improving the game mastering aspect and testing Mind Shadows in clinical settings.
1. BLEED-IN, BLEED-OUT
A DESIGN CASE IN BOARD GAME THERAPY
SGG Conference, Skövde, Sweden, October 2018
Mirjam Palosaari Eladhari of Södertörn University and Otter Play
2. MOTIVATIONS FOR THIS WORK
➤ table-top play situation offers unique
opportunities for approaching real-world
personal problems
➤ structures inherent in the problems can
be deconstructed, examined, and
understood
➤ Board Game: Mind Shadows
➤ AIM: create play situations where players in cooperation
better can understand situations in their everyday lives that
are emotionally complex or difficult, and by this
understanding find ways to cope with the situations.
3. OVERVIEW OF THIS TALK
➤ Games for therapy?
➤ Mind Shadows Board game
➤ Design considerations
➤ The tension between a gamist number counting approach to
drive the play-session forward and the need to have the game
state reflect the actual moods and emotions of the players.
➤ Bleed.The transportation real life issues into a magic circle,
where player reflect upon, and the consideration of how
effects of the reflections may bleed back into players’ every-
day lives.
➤ The framing of the play-sessions as safe-spaces.
4. THERAPY?
➤ it is not possible to, relying on previous research, to say that
playing (fantasy) games have either good or bad effects on
players’ mental well being. (Lieberoth and Trier-Knudsen
2016). However:
➤ The framing is a key aspect, and role-playing may become a
“safe place to communicate emotions, gain release from
anxieties, or play around with different identity
facets” (drawing upon results from several studies; e.g.
(Ascherman 1993; Hughes 1988; Denman 1988).
5. PSYCHODRAMA
➤ Moreno’s practice of psychodrama (Moreno and Moreno
1959)
➤ Hollander’s Psychodrama Curve (Hollander 2002).
3 parts of a psychodrama session
➤ warm-up,
➤ the activity, and
➤ the integration.
6. PSYCHODRAMA
➤ Moreno’s practice of psychodrama (Moreno and Moreno
1959)
➤ Hollander’s Psychodrama Curve (Hollander 2002).
3 parts of a psychodrama session. In table-top framing:
➤ warm-up, = set-up
➤ the activity, and = Play
➤ the integration. = Counting and determination of
results
7. PLAYING MIND SHADOWS - OVERVIEW
➤ Set-up: The emotional state, Giving each other super-powers,
and Defining the Shadow
➤ Play:
➤ Fictional framing: Storytellers’ turn
➤ Shadow’s turn (destructive actions)
➤ Player’s turn (supportive actions)
➤ Win If Shadows emotion or significance is exhausted
➤ Reflection: Leafing through what happened in the session,
adding new support cards to the main deck.
8. Setup 1 (of 2)
Setting up the board: the emotional state, the super-powers, and the hand of cards.
9. (setup, 2 0f 2)
Defining the Shadow, and dividing the roles
Roles:
- Storyteller
- Voice of the Shadow
- Counter
14. WHAT’S GOING ON IN PLAY
➤ Players try to understand the situation with the shadow: what
actions and events are de-facto? What is structural, what is
immutable, what can be changed?
➤ Trying to understand their own shadow
➤ Experiencing the other’s shadow, emphasising
➤ Getting to grips of how it feels (how it really feels, not how it
is supposed to feel).
➤ Coming up with suggestion after suggestion of how to help
the other - trying the actions and see how they could work.
(These observations are grounded in 18 documented play-tests)
15. NOTE ABOUT THE DESIGN AND PRODUCTION PROCESS
➤ Design is loosely based on the most successful feature of a
previous game, the MMO prototype Pataphysic Institute,
where players authored their own boss mobs.
➤ I was about to isolate this feature, make it into a tablet-game,
but got the idea “How far can I get with paper and a 6 sided
die?” … it became this.
➤ It is a side project that I do
under my indie label Otter Play.
It is not part of a formal big research project, nor is there
any industrial partners with needs. Hence: I have only
used what has been most necessary play-test method
wise to take the design forward. (not much rigour)
16. TENSION BETWEEN ‘GAMIST’ AND ‘MALLEABLE’ APPROACH TO RULES
➤ “It doesn’t FEEL like that!”
➤ Design is now tested to allow for player’s
own reporting of their emotions -> as long
as positive-negative emotion values are
done in the same way the mechanics will
function. (A *tad* less balance in the deck
between occurrences of emotional effects,
but it works good enough)
Express
belief in
someone’s
ability
Confidence
3
“Its more like Joy when
you say that, and also
…belonging I think.”
17. how role-players have
experiences where their
real life feelings,
thoughts, relationships,
and physical states spill
over into their
characters’ and the other
way around
(Montola 2013).
BLEED
18. BLEED
Bleed is central to Mind Shadows - not a
side effect, but part of the design.
But: the more malleable
the play, and the more
sensitive, player-
authored Shadow: the
deeper the journey.
19. BLEED
Bleed is central to Mind Shadows - not a
side effect, but part of the design.
But: the more malleable
the play, and the more
sensitive, player-
authored Shadow: the
deeper the journey.
Framing the play session as a
safe space is
CRITICAL!
(Critical in the sense that it helps
approach difficult topics,
and that there is a readiness to
deal with what may come up)
25. FUTURE WORK
➤ Mind Shadows version 2
➤ Fixed number of turns (no in-game win/lose criteria)
➤ Longer reflection phase: counting the outcome of the played turns.
➤ Bits in a box (not just a printable)
➤ Strong focus on the game mastering aspect:
➤ Instructions to game masters
➤ Test of instructions, and as many iterations as necessary to make it work
➤ Mind Shadows Wearable version
➤ The Game boards and tokens as a necklace and bracelets.
➤ No dice, only cards. (minimalist mechanics-version)
➤ Potentially a research project in cooperation with therapists, create tools inspired by
the mechanics in MindShadows and see if it might be useful clinical settings. Another
potential use would be to gain deeper understanding of different types of transitory life
stages and life situations.