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Synapse
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Synapse
May 16, 20260 citationsOpen Access

Collective Aesthetics Through I-Position and Self-Engagement

MFMaryam FarahaniISIan SchermbruckerQueen's University Belfast

Key Points

  • This research aims to explore the impact of aesthetic features in solo board games for self-engagement and identity expression.
  • Employ psychological and aesthetic frameworks to analyze solo board games.
  • Focus on I-position designs and their significance for identity multiplicity.
  • Discuss the implications for neurodivergent and disabled individuals.
  • Highlighted the necessity for inclusive solo game designs for neurodivergent and disabled individuals.
  • Demonstrated the role of aesthetic features in enhancing self-expression and motivation.
  • Identified gaps in existing multiplayer board game research concerning solo interactions.

Abstract

The social impact of board game usability is historically explored in group and multiplayer contexts, ranging from pedagogical spaces of collaborative student learning to team and businesses development. Alongside educational usability, aesthetic features of board games are long established in children and adults therapy for enhancing symbolic and emotional expression with interpersonal motivation in a safe space. Given consistent emphasis on multiplayer board games and group impact, this paper addresses an overlooked area concerning human interaction with oneself rather than with others, achieved through artistic features in solo board games. We, therefore, employ psychological and aesthetic frameworks to discuss the significance of I-position designs for identity multiplicity, demonstrating the need for solo game designs to improve inclusion specifically for neurodivergent and disabled individuals as well as introverts who may prefer solo board games.

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Cite This Study

Farahani et al. (2025) studied this question.

synapsesocial.com/papers/6a080b38a487c87a6a40d5f6https://doi.org/10.60543/ijgsi.v4.n1.02
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

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  4. 4Negotiating artefacts: student game creation for education and introspection2024
  5. 5Curating the Self-Identity: Tabletop Game Hobbyist Online Practices as an Extended Leisure Experience2024 · 5 citations