This study focuses on games for self-development and how they communicate ideas, challenge established assumptions, cause reflection, and provoke change. It explores the integration of discursive... Show moreThis study focuses on games for self-development and how they communicate ideas, challenge established assumptions, cause reflection, and provoke change. It explores the integration of discursive topics – specifically those perceived as difficult, political, philosophical, taboo, or controversial – into games, and how to manage player exposure to these topics through design while avoiding player disengagement to achieve self-development goals. Using a Research Through Design approach, this study was conducted in two phases. The first exploratory phase resulted in an analytical framework with four distinct lenses: engaging play experience; player’s emotional investment; the friction points of discursive topics; and, controlled exposure to the topic. During the second phase, this framework was used to analyze eight case studies and three prototypes. The resultant insights from analysis revealed five categories – topic depiction, emotional climate, emotional anchors, topic delivery, and exposure timing – that form the Discursive Topic Integration Framework for self-development. This framework offers a new theoretical perspective for design scholars and practicing designers about how to manipulate the “magic circle” (a safe temporary space for the act of play), by intentionally designing for discursive topics and their friction points. It contributes strategies about when, how, how frequently, and with what intensity discursive topics may be introduced and abstracted in games. It frames the discursive topic, creates the emotional climate, and anchors the player inside the magic circle of the game so that they feel engaged, motivated, and curious without becoming overwhelmed. This study also generated two additional frameworks, including: the Self-Development Opportunity Matrix that can be used to generate or evaluate self-development goals; and, the Five Categories of Transitional and Traumatic Experiences that can assist in the design of games and other experiences that build a person’s capacity, self-determination, and commitment to positive change. Show less