City of Immigrants: Winner of the 2015 International Serious Play Awards

The City of Immigrants supports the study of immigration, the labor movement, and cultural identity in the American History curriculum. The game put players in the role of Lena Brodsky, a 14-year-old Russian Jewish teen who has recently immigrated to New York City in 1907. As Lena makes the Lower East Side her home, she struggles to support her family and becomes part of the growing labor movement.


The game is the fourth interactive experience in the award-winning Mission U series of free, digital role-playing games created to engage middle and high school students in the exploration and understanding of U.S. history.


Lyst: Game Jam Camp!

A Game-Jam Camp is organised on an island, in Finland!

Lyst is a conference that celebrates and centers around the topic of romance, love, and sex in games. We want to see games developed with more diverse stories, themes and game mechanics.”

An initiative from Copenhagen Game Collective 😉

Sim Democracy – Thailand

Questions about democracy in Thailand have been hitting the headlines recently.Learning World explores how one project aims to help students understand governance.

The game is called “Sim Democracy

In the game, the board represents a country and is divided into four sectors – hospitals, schools, forests and police stations, which represent public health, education, environment and security. To start the game, each of four teams runs a brief election campaign to decide who will govern.

“Sim Democracy” continuously receives interest from educators in the region. It is now adapted for universities in Malaysia and South Asia.

Bristol: A “Playable” City

With the reason of the Conference “Making the City Playable”, that took place on the 10-11th September in Bristol, I give some more insights about the activities happening in this definitely playable city.. 😉

First of all, he “Playable City” is a term that has been coined by Watershed in Bristol as a people-centred counterpoint to the idea of the data-driven “Smart City”. The Playable City is imagined as a city in which hospitality and openness are key, enabling residents and visitors to reconfigure and rewrite city services, places and stories. The Playable City fosters serendipity and gives permission to be playful in public.

The idea of the Playable City has been explored in a range of Watershed projects; a series of cultural exchange rapid project development labs with the British Council working with artists, producers and technologists from the UK and East Asia in 2012 and Brazil in 2014, the inaugural Playable City Award , a major commission for a future-facing artwork, which supported development of Hello Lamp Post in Summer 2013, Biketag Colour Keepers – a street game for Bristol Temple Quarter, and Open City: Guimarães– a series of artistic commissions that explored how openness in city governance might improve the social, cultural, and economic lives of inhabitants of the Portuguese 2012 European Capital of Culture.

Here is the winner of this year’s (2014) Conference Petition: Shadowing – (Jonathan Chomko and Matthew Rosier) – giving “memory to eight of Bristol’s city lights, enabling them to record and play back the shadows of those who pass underneath”.

If you are not yet convienced about Bristol, check here some more of the ideas and events happened there lately..

A 300ft Water Slide :

Hello Lamp Post :

Playing Out Community :

Zombie Chase :

For more infos check also this article from Guardian.

Biophilia from Björk: Music and Science

The Biophilia Educational Program is designed to inspire children to explore their own creativity, and to learn about music and science through new technologies.
It is a hands-on program, groundbreaking in its highly original effort to break up conventional teaching modes by merging music and science together.

“Creativity as a Learning Tool” has been the slogan of this interdisciplinary program which was based upon Björk’s Biophilia concept. It uses the Biophilia App Suite to help link together diverse subjects with playful creativity and the interactive nature of the touch screen.


Suitable for children aged 8-15 (target group 10-12), the Biophilia Educational Program was launched in collaboration with Manchester International Festival 2011. The Program has since been further developed by Björk in collaboration with scientists from The University of Iceland and music and science teachers from Reykjavik City Schools.

The nature of the Biophilia Educational Program is particularly well suited for children with ADHD, dyslexia and other learning disabilities, and the program has been especially supportive and encouraging for them.


Reykjavik City’s Board of Education is currently running a mobile version of the Biophilia Educational Program in all of the city’s middle schools for the next three years. The New York Biophilia Recidency Workshops resulted in two Biophilia-based programs running for several months in New York Public Library and The Children’s Museum of Manhattan. The workshops in Buenos Aires, Argentina and Oslo, Norway have sparked interest in neighboring cities.

Award Winner – Games for Change 2014

OUTCASTED –  a social impact game that puts players in the shoes of a homeless person – is the winner of the Games for Change Students Challenge, an initiative by Games for Change Europe, Autodesk and Unity Technologies that aims to leverage important societal topics through the means of games.

The team consisting of students from  Köln International School of Design and the Cologne Game Lab was honored at last week´s Games for Change Europe Awards in Paris with an unanimous decision by the Grand Jury: “An impressive, smart and elegant approach to the subject with an immediate impact on the players.”



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11th Games For Change Awards

The 11th Annual Games For Change festival took place in New York City!

This year’s big award winner was Lucas Pope’s “Papers Please,” a game that also ranked first in Forbes’ Top 5 Indie Games of 2013.

Immigration is definitely a hot issue. Another game featured at the festival was “The Migrant Trail”,  free to play here. It presents a first-person journey through Arizona’s desert borderlands. Play as an undocumented immigrant attempting to cross the Arizona desert and/or a border patrol agent attempting to secure the border. “

Another award winner was “Mission US: Cheyenne Odyssey,” developed by THIRTEEN, American Social History Project, and Electric Funstuff. It won the award for the “Most Significant Impact” award. The game, which you can play for free here, is described as an interactive way to learn history. Designed for students grades 5-8, the game immerses students in a historic context.

read the full experience of Shapiro here.

According also to this sourcehe project, known as Block by Block

“The game makes everything transparent,” said Pontus Westerberg, a digital projects officer at the program, UN-Habitat. “It gives the communities we work with more agency and helps everyone see what’s going on.”

Designing a Classroom Game about History

Historia is a civilization-simulation game that incorporates a year-long world cultures curriculum aligned to Texas state standards. The game is played in class using worksheets, research materials — reference books and a few desktop computers — and an interactive presentation, delivered by Brennan. During the game, students cluster together in teams to form civilizations, which they must govern skillfully as they progress through world history, meeting and measuring themselves against all the peoples that existed between 2000 BCE and 2000 CE.

There is a long tradition of simulation games in social studies. One success in the early days of personal computing was The Oregon Trail, a game where players took on roles as pioneers to face first-hand the hardships of westward expansion. The game debuted in a history class in Minnesota in 1971, with students waiting up to a half hour just to take a turn. Since then, digital simulations have come a long way in terms of speed and sophistication. But some teachers are discovering that, when it comes to learning, and especially in resource-strapped school districts, a game on paper can be as persuasive as anything on screen.

the full article: Designing a Classroom Game That Can Get Kids Excited About History – Brian Waniewski – The Atlantic.