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International Journal of Games and Social Impact
The paper argues that solo play and self-engagement remain underexplored in board game research and design.
This paper argues that the usability and aesthetic value of board games have been studied almost exclusively in multiplayer contexts, leaving solo play and self-engagement underexplored despite their potential to support neurodivergent, disabled, and introverted players. Drawing on Goleman's four domains of emotional intelligence and Hermans' Dialogical Self Theory, the authors contend that solo board games allow players to inhabit multiple "I-positions" and experience what they term psycho-aesthetic escapism, a freedom that group-oriented mechanics often constrain. The stated aim is to open a cross-disciplinary dialogue and encourage the design of inclusive solo games, positioning usability within identity positionality and self-engagement rather than mechanics or interface alone.
The argument is supported through examples of solo titles, including Imperium: Horizons, the Oniverse line such as Cyberion, The Lord of the Rings Living Card Game, and Marvel Champions. The authors point to thematic diversity, modular design, and artistic features such as lettering, three-dimensional packaging, and pawn design as elements that may foster inclusive identity exploration and emotional regulation. These claims are presented conceptually, and the paper offers no quantitative data, empirical user testing, or original findings to substantiate them.
The research gap identified is twofold: few empirical methods currently address diverse player personality traits, disabilities, and positionality in board game evaluation, and disability-inclusive user experience research remains thin. To address this, the authors call for co-design approaches and cross-sectional studies involving players with learning, physical, or chronic health needs, as well as introverts. The work is therefore best understood as a conceptual framing and research agenda for inclusive solo board game design, drawing on dialogical self theory, usability heuristics, aesthetics, and prior studies of board games in autism, education, and therapy.
European Conference on Games Based Learning (ECGBL) · 2026