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This shift directly increases student agency and critical engagement with curriculum topics. It aligns with broader educational goals.
Key shift. Participatory design in edu-larps changes development from top-down models to collaborative processes.
Participatory design and co-creation offer significant advantages for the development of educational live-action role-playing games (edu-larps). By shifting from a traditional top-down design model to one that actively involves students and teachers, designers can improve the quality of the final product while fostering student empowerment and critical engagement with subject matter. This approach aligns with broader educational goals, such as promoting social skills, addressing intersectional perspectives, and working toward societal transformation.
The methodology relies on a review of contemporary participatory design literature and an analysis of two specific case studies conducted in Austria in 2018: Amazona Megista and Das Andere Österreich. In the latter project, high school students collaborated on the design of a fascist regime and character backstories, which directly reinforced their curriculum on democracy and political systems. These examples demonstrate that involving players in world-building, narrative development, and character design can deepen learning outcomes and increase student agency, though it requires a greater investment of time compared to traditional design methods.
Key findings suggest that participatory design is particularly effective when applied to specific entry points, such as identifying transformative impacts, defining narrative arcs, and shaping cultural elements within the game world. While designers must balance creative freedom with necessary structure, the process itself serves as an educational tool that encourages collaboration, communication, and critical thinking. The research concludes that while further study is needed to optimize the balance between designer guidance and participant autonomy, inviting the target audience into the design process is a highly promising strategy for creating more meaningful and impactful educational experiences.
European Conference on Games Based Learning (ECGBL) · 2026