

























































Thompson, P. and Carello, J. (eds.) (2023) Trauma-informed pedagogies: a guide for responding to crisis and inequality in higher education. London: Routledge.
Kusumandari, R.B. (2023) ‘Trauma-informed game-based learning: a technological approach to enhancing children’s resilience in post-disaster education’, Universitas Negeri Semarang, Semarang, Indonesia.
Ammannato, G. and Chiesi, F. (2022) ‘Game over, trauma! Empowering trauma healing through gaming’, Proceedings of the International Conference on Technology, Psychology and Education
Hill, V., Bunting, L. and Arboine, J. (2021) Fostering belonging and compassionate pedagogy. London: University of the Arts London (UAL). Available at: https://www.arts.ac.uk (Accessed: 16 January 2026).
Bowman, S.L. (2014) Play to grow: exploring the therapeutic potential of role-playing games. Jefferson, NC: McFarland & Company, Inc.
Campbell, L. (2019) ‘Ludic practices in object-based learning’, Spark: UAL Creative Teaching and Learning Journal, 3(1). Available at: https://sparkjournal.arts.ac.uk/index.php/spark/article/view/124 (Accessed: 23 July 2025).
Whitton, N. (2014) Digital games and learning: research and theory. New York: Routledge.
Allport, G.W. (1954) The nature of prejudice. Reading, MA: Addison-Wesley.
Hall, F. (2025) Positive evaluation. Available at: positiveevaluation.myblog.arts.ac.uk (Accessed: 23 July 2025).
Moreno, J.L. (1953) Who shall survive? A new approach to the problem of human interrelations. 2nd ed. Washington, D.C.: Beacon House.



For many participants, it was important to underline how the description of the game was reflecting some specific cultural nuances and how interesting it was to learn (like males 18-60 y.o. are not allowed to leave the country, etc)
Some of the participants felt that since it’s a distant to them topic they have less relevance to it. For example, when an international player who was The Guardian was to announce their team decision, the participant redirected the responsibility to report it to a Ukrainian one based on the assumption that they may relate better to the topic. Ukrainian player replied: “I understood since it’s a cultural exchange, everyone can relate”. This situation can refer to an ongoing challenge to relate to the topic for people who are not associated with the ongoing refugee crisis.
Additionally, there was feedback that if that were a case of the game about people with refugee experience from Africa, their PhD diplomas most likely would not be taken seriously in Europe.
-sometimes even little girl (or anyone elso who are not typically entitled to make decition) can contribute to making a better decition as they can have a better intuition
-In one of the group one girl was playing character Andrii, took initiative to decide as a “male should make a decition”. Also, it was natural dynamic in the group, since other participants were passive.
-One of the player (male, black) had hard time to identify with a grandma and always used pronounce “she”, not willing to play and acting as “I”
Feedback collection form
Authors tried to identify to what extend the enjoyment can be present in such a challenging game. As participants were reflecting, the enjoyment and engagement came from feeling rewarded that they learned something new.
Additionally, playing the characters and imitating someone for the first time can be an engaging and fun.
Main considerations:
Creating bespoke visuals elevated a new experience.
In the scenario “Place to Sleep” with a 20 y.o. character who needs to decide whether she should take the offer to stay in a spare apartment from an older guy who has a romantic interest in her — trust issues depend on the way we present the character.
We had an understanding that the age, outfit, and even skin colour would matter for the character in the decision-making process.
Zero days living as me — references, in coordination with the respondent from the story. Since the story is about a trans person, we were discussing that it’s important to remain the feminine perception of the character and not move it to the masculine part, as the character is just before coming out and everyone perceives them as a girl.
Findings:
Glossary: Why not a refugee, but people with refugee experience

During the gameplay and the description of the game, we met a challenge of using in short word refugee; however, within playing as characters and building a connection to them, it feld uncomfortable to keep using the shortain version. Additionally, there are concerns behind using world “refugee” directly naming the character or people we interviewed.
There are three main factors to consider.
The word refugee carries stigma and negative connotations; we use the formulation “people with refugee experience” which is slightly softer. Those people did not choose it and want to be perceived through lens of their achievements during the live, including status, possessions, and social capital. All of it is typically can be taking away and cause deep cognitive dissonance, and only remaining with intelligence, education and achieved skillset.
It’s important to center human before circumstance and acknowledges that being a refugee is an experience, not an identity. Additionaly, many people might move fact to the further stages with moving on with work and studies and remaining under label “refugee” might create the victimasing perception of them, rather supporting their force to move forward.
It’s important to acknowledge that “a refugee” is also is a legal immigration status.
Under international and European law, Ukrainian nationals fleeing the 2022 invasion are not admitted en masse as “refugees” under the 1951 Convention, nor do they receive something called “Special Protection.” Instead, they benefit from a form of temporary protection and tailored national schemes.
Ukrainians, however, in a legal sense are not assigned to this status in Europe and the UK. European Union offers temporary protection under Directive 2001/55/EC which is not individual refugee status. Similarly, the UK grants humanitarian leave to remain under Ukrainian Sponsorship and Family scheme, which are referred to the guests and not a refugee status neither and which is it totally different from asylum seeker status.
Links:
https://www.europarl.europa.eu/thinktank/en/document/EPRS_BRI%282024%29762373
https://migrationobservatory.ox.ac.uk/resources/briefings/ukrainian-migration-to-the-uk/
Feedback form: https://docs.google.com/forms/d/e/1FAIpQLSeggB2nSViHYx8XIF6sX_r5F3ckDMt-wFLjJpdEOKTkzX_tJQ/viewform?pli=1
In Our Shoes: Biographical Micro-Larp Playtest 5.1
Thank you for participating in the playtest today! We would appreciate your thoughts/reflections to help in developing this method forward.
Name
Which character did you play?
Your over all experience
1-10
What are you thoughts/reactions to the game?
What would you change about your experience today if you could?
How this experience felt connected to the real world experience?
Did you experience any surprises during the game? Did you learn something new?
How did the other people during the playtest change your experience?
What kinds of feelings did you have during the game?
Any other thoughts
Playtesting informed research with a lot of data.
Playtesting 28 FEb 2025-14 October 2025
The powerful effect of the Playtest 1.0 was expressed in participant’s comment: “That felt very intense. I never had anything as challenging to decide in my life”. Their reflection on intensity of the experience people who forced to flee are going though.
During the Playtest 1.0, player playing mother character who had to decide they take their 18-th year old daughter away from her study plans and relationships said: “You’ll hate me forever, but I have to make this decision…”
“I felt responsible for the whole family,” Mother character ended up deciding for everyone, as they had the agenda in the card — to keep the family together.
Some people had challenges identifying with either different age and gender group — the male character refused to use first-person language while playing grandmother character. Or if that would not reflect political beliefs — “I hate playing this conservative person”.
This little challenges might push a limits of conform zone and can be associated with a discomfort, but the feeling of relief and stepping towards understanding those people can bring feeling of reward.
Other aspect of building empathy was depicted in the playtest 2.0, where 1 scenario was played in 5 groups. Players were asked to make a decision if to stay in Ukraine where is ongoing war or to leave abroad. Out of 5 groups, decision was made:
This data is echoing somehow the actual situation of forced migration. Some families decide to stay, some go out of their home county and come back later and some have reasons to stay in the ongoing war environment.
Understanding the complexity of the circumstances and nuanced life situations leads to refraining from judgmental statements like: “Kids must be safe and not be taking away from bombing”. That can be considered as a universal rule, however, it dosent take in consideration that if there are circumstances of having family separated for 3,5h year, peace of having both parents together might overcome the fear of potential risk during the bombing. Playing those characters and understanding the dilemmas people are facing develops understanding that most people who havent experienced war might not reflect of the complexity of the decisions. Players from playtest 1.0 were sharing: “Those life situations — such a tough situation!”, “That was so hard!”, “Terrible decision I had to make. I’ll be responsible for it my whole life.”
While the original research project In Our Shoes focuses on refugee experiences, this specific intervention does not directly address that subject matter. Instead, it draws on the project’s methodological approach, using narrative, fictional spaces, and game-based structures to support empathetic engagement and reflection.
The primary aim of the intervention is to create a safe and trusting environment in which students may, if they choose, share complex life situations and decision-making experiences that can impact their studies. Recognising the deeply personal and sometimes sensitive nature of such narratives, ethical care is central to the design and facilitation of the activity.
This work is grounded in Narrative Inquiry (Leavy, 2020; Clandinin & Caine, 2013) and research-through-design methodologies (Gaver, 2012), acknowledging storytelling as both a legitimate form of knowledge production and an integral part of human experience.
All participant identities will be fully protected. No real names, identifiable personal details, or contextual markers that could reveal an individual’s identity will be used in discussion, documentation, reflection, or dissemination. Any examples, narratives, or artefacts referenced for research or pedagogical purposes will be anonymised or fictionalised, in alignment with the principles of Ludic Inquiry and narrative abstraction.
Participants’ stories and contributions will be treated as confidential. Narratives shared within the intervention space will not be disclosed beyond the group or used for research outputs without explicit, informed consent. This applies to verbal discussions, written materials, creative outputs, and reflective documentation. Confidentiality will be clearly communicated as a shared responsibility among all participants.
The intervention acknowledges that storytelling, even within fictional or ludic frameworks, may evoke emotional responses. Participation is voluntary, and students are encouraged to share only what they feel comfortable disclosing. Fictionalisation and narrative distancing are explicitly supported as ethical tools, allowing participants to explore experiences without direct self-exposure. Participants may pause, withdraw, or opt out at any point without explanation or negative consequence.
A non-judgmental, empathetic, and supportive environment will be actively facilitated. All participants are expected to engage with sensitivity and respect for diverse lived experiences. There is no expectation to justify personal narratives or decisions. Judgmental language, pressure to disclose, or dismissive responses are not acceptable. Clear boundaries will be maintained between educational inquiry and therapeutic practice.
By leveraging fictional spaces and game-based narrative structures, this intervention aligns with established research demonstrating the power of games and narrative to foster empathy, emotional engagement, and social understanding (Belman & Flanagan, 2010). The ethical framework supports the development and testing of Ludic Inquiry as a novel methodology that enables meaningful engagement with sensitive life experiences while prioritising participant well-being, autonomy, and dignity.
Since July 2024, when we held our first brainstorming meeting about bringing together Leland Masek’s LARP expertise and my reserch focus in socially impactful projects responding to current events, we began developing In Our Shoes.
In Our Shoes is a biographical micro live-action role-play, also known as a “kitchen table” LARP, using Ludic Inquiry to explore complex decision-making in critical situations and to foster empathy. It is based on interviews with people who faced the decision to flee their country during the full-scale war.
In this 10-minute game, players act as characters to navigate and resolve a difficult shared problem, inspired by real interviews with Ukrainian refugees and the tough decisions they were forced to make.
While the scenarios are grounded in true experiences, all names and identifying details have been changed to protect anonymity. The project aims to develop a methodology that supports empathy towards refugees and raises awareness of the complex realities faced by people living in or fleeing from war zones.

Currently, we already had the following playtests:
Video from playtest in Florence:
https://www.youtube.com/watch?v=RPGWkg497eU
This video shows a summary from the session with one of the playtesting: “How can forced displacement research adopt a gender-sensitive approach?” during the Migration Summer School 2025, which took place on June 23rd in Florence, Italy, at the European University Institute.
The Summer School is organised by the Migration Policy Center of the Robert Schuman for Advanced Studies.
Game Design & Research: Leland Masek, Alina Potemska
Research: Iuliia Lashchuk, Mark Maletska
Illustration: Oksana Drachkovska
Production and Layout: Alina Potemska
Arts University Bournemouth, UK
Game As Art Center, Finland In Our Shoes
©2025
Cards of the “Birthday Decision” Scenario:














That was very helpful to discuss my intervention with my colleagues. I received valuable feedback from my group, tutor, and course leader on the course I’m teaching.

In Our Shoes: “Birthday Scenario” set of cards. Illustrator: Oksana Drachkovska
My intervention involves designing a lesson plan that uses a Live Action Role Play (LARP)-inspired card game to facilitate student engagement with social justice issues related to intersectional diversity, specifically focusing on neurodiversity and cultural adjustment challenges faced by international students. This builds on a pre-existing card game format but adapts it with scenarios based on real student narratives to encourage empathy and self-reflection in a higher education setting.

The very first public presentation of the live action role-playing game “In Our Shoes”, we’ve been working on with Leland Masek since spring 2024, happened almoust a year after, in May 2025 in two-day workshop “Ukrainian Scholars and Artists at War” in Berlin. Here is the article with a report on the matters in art and science during the war time we discussed:
https://lnkd.in/erxSYy7T
The activity begins with students selecting character cards that represent different backgrounds and challenges (e.g., a neurodiverse student navigating peer pressure or an international student facing cultural isolation). Students then improvise interactions based on these scenarios, guided by prompts on the cards. Following gameplay, there is a structured discussion where students reflect on the emotional and social dynamics encountered, fostering awareness of inequality and inclusive practices.

Ethical guidelines include ensuring privacy, defined as students’ right to disclose only what they feel comfortable sharing without coercion or peer pressure. To manage emotional impact, a pastoral support professional will be present to provide immediate assistance if needed, in line with advice from my line manager.
This intervention aims to address inequities by enabling marginalised voices to be explored through play, shifting the learning environment toward social justice awareness and empathy-building. I plan to evaluate the activity using Frania Hall’s Positive Evaluation framework, which focuses on peer interaction and cultural understanding (Hall, 2025).
In response to tutor’s feedback about grounding the activity in relevant literature, I draw on Campbell’s (2019) definition of ludic practice of ludic practice as “object-led play with spontaneous involvement”, situating my work within this framework, while considering Allport’s (1954) Contact Hypothesis to frame the potential of intergroup empathy through structured interaction.
Questions for further development:
In developing a ludic practice-inspired activity for university-level teaching, I have been reflecting on how playful methods can deepen student engagement and surface hidden experiences.
A valuable pieces of feedback came from Lucy Parker, who recommended an article from Spark Journal on Ludic Practice (https://sparkjournal.arts.ac.uk/index.php/spark/article/view/124). It prompted me to consider how I might better contextualise my method for others unfamiliar with it and to think more deeply about the specific student experiences it aims to support.
Lucy asked several useful questions regarding the format I proposed — a Live Action Role Play (LARP)-inspired deck of cards that supports students in exploring emotional or institutional scenarios. I realised that a clearer explanation of what LARP entails would be helpful. In my context, LARP involves students inhabiting fictionalised characters and scenarios that reflect real-life academic or personal challenges. They are invited to act out these scenarios through improvisation, drawing both from their own experiences and the shared narrative created through the cards. This blend of fiction and reality helps participants explore difficult situations at a safe distance while offering the opportunity for self-reflection and peer empathy.
Lucy also asked whether I had considered which student groups might benefit most from this approach. In response, I am planning to trial the activity with international students adjusting to UK academic culture, as well as neurodiverse students who might struggle with conventional forms of expression. I believe this method could offer an alternative language of communication — through play, empathy, and role-play — for those whose concerns often go unspoken.
Following advice from our Course Leader, Luca, I have also considered the emotional impact such activities may have. As such, I will ensure that a counsellor or pastoral support staff member is present during the session to help students process any difficult emotions that arise. This safeguard recognises that while games can be powerful tools for learning, they also require a framework of care and support.
As Luca noted, this method not only offers the potential to uncover students’ hidden worries but also serves as a powerful illustration of how games can address serious and complex topics within a structured academic environment. It aligns well with Campbell’s (2019) definition of ludic practice as “the use of games or play, adapted specifically for the university teaching collection environment… [which] must be object-led and involve spontaneous or undirected involvement from participants.” By grounding the activity in lived experience while allowing room for spontaneous interpretation, this approach aligns with that ethos — combining critical reflection with creative practice.
In response to recieved feedbacks, this intervention is designed to provide students with a dedicated, respectful space to engage with sensitive topics around identity, gender, and trans experiences, while fostering the practice of empathy and kindness toward diverse perspectives. Recognising the emotional weight these discussions may carry, it is vital to implement clear content warnings at the outset, so students are fully informed about the themes they will encounter. Students will also be explicitly encouraged to step away or take breaks at any time if they feel uncomfortable or triggered, with no expectation to justify their choice. To further safeguard emotional well-being, the presence of pastoral support or counselling professionals during sessions is crucial. This not only allows for immediate assistance if difficult emotions arise but also serves to connect students with ongoing support services beyond the intervention.

Building a foundation of trust is central to the success of this activity. To help students feel secure in sharing, we introduce strategies that allow for protective distancing from personal experience. For example, participants may reflect on the lives of public figures or anonymous stories rather than disclosing their own histories. This method respects individual boundaries while still allowing authentic engagement with the material. While the activity is rooted in bibliographical narratives—real stories drawn from lived experience—it does not require students to reveal their identities or any personal details. This balance between authenticity and confidentiality is a hallmark of bibliographical micro-LARP, a form first developed in Chicago during the 1920s.
For the context, Bibliographical micro-LARP builds on longstanding traditions of role-play and performative storytelling in education and therapy, with roots traceable to early 20th-century psychodrama techniques developed by Jacob L. Moreno. These methods combine authentic narratives with imaginative enactment to foster empathy and reflection, while protecting participant privacy through performative distance. It uses performative role-play grounded in real-life accounts to facilitate empathy and understanding, while safeguarding participants’ privacy and emotional safety. By adhering to these principles, the intervention aims to create a meaningful, inclusive learning environment where students can explore complex social justice issues confidently and compassionately.
To address another point raised, I am beginning to think about how to collect real-life stories that can inform the scenario cards. I aim to gather anonymised narratives through one-to-one conversations and feedback forms, ensuring the resulting game pack reflects genuine concerns and emotions. These stories will then be translated into scenarios that can be played out in a structured yet flexible way.
Overall, I see this as a promising avenue for enhancing student well-being, surfacing marginalised voices, and showcasing the versatility of game-based learning in higher education.
Looking ahead, I am also considering how technology might enhance this intervention, for example by integrating digital tools that allow remote participation or adaptive scenarios tailored to individual student needs. Exploring hybrid formats could increase accessibility for students who are unable to attend in person or who benefit from alternative modes of engagement. Additionally, collaborating with student support services and cultural organizations could enrich the content and ensure that the intervention remains relevant and responsive to evolving student demographics. This ongoing development will be crucial to sustaining the impact of the activity and expanding its application to other disciplines and social justice topics.
References:
Bowman, S. L. (2014) Play to Grow: Exploring the Therapeutic Potential of Role-Playing Games. McFarland & Company, Inc.
Campbell, L. (2019) ‘Ludic Practices in Object-Based Learning’, Spark: UAL Creative Teaching and Learning Journal, 3(1). Available at: https://sparkjournal.arts.ac.uk/index.php/spark/article/view/124 (Accessed: 23 July 2025).
Whitton, N. (2014) Digital Games and Learning: Research and Theory. New York: Routledge.
Allport, G. W. (1954) The Nature of Prejudice. Addison-Wesley.
Hall, F. (2025) Positive Evaluation. Available at: https://positiveevaluation.myblog.arts.ac.uk/ (Accessed: 23 July 2025).
Moreno, J.L., 1953. Who Shall Survive? A New Approach to the Problem of Human Interrelations. 2nd ed. Washington, D.C.: Beacon House.