Awards

INTERNATIONAL SERIOUS PLAY AWARDS

WINNERS 2025

Corporate

Cybercrimegame

Cybercrimegame is an interactive cyber security awareness series structured as a cinematic thriller, where employees learn to spot and handle advanced threats across ten short episodes. Covering essential NIS2 topics like phishing, ransomware, password security, and the perils of AI, the program was created with industry leaders and includes a realistic CEO fraud simulation. The Serious Play Awards jury praises it for transforming awareness into enthusiasm and lasting behavioral change. Later this year, Cybercrimegame will pioneer “e-ntertainment learning,” fusing storytelling with premium entertainment to drive meaningful long-term impact.

Hacked

Hacked is an interactive, Netflix-style serious game that immerses employees in real-world cybersecurity scenarios, covering threats like ransomware, phishing, social engineering and the dangers of generative AI and deepfakes. Designed by Training.Game in conjunction with industry experts, this three-episode experience uses storytelling, puzzles, and realistic dilemmas to train employees through engaging, memorable gameplay—going far beyond traditional cybersecurity training. With customizable content and actionable feedback, Hacked helps organizations combat the 90% of cyberattacks caused by human error, equipping teams with the skills to recognize and respond to today’s most sophisticated digital threats. Already trusted by leading multinationals, Hacked works on any device – including smartphones – and plugs seamlessly into any learning management system, making global rollout effortless.

RICOCHET

Richochet is a real-time, multiplayer behavioral game on the KAIROS platform that builds critical soft skills—like adaptability, collaboration and execution—through immersive, reflexive gameplay. Unlike traditional training, RICOCHET focuses on instinctive behavior and team dynamics, helping players reflect on the gap between what they know and how they act in real-world scenarios. With built-in analytics, dynamic challenges and deep debriefs, the game delivers measurable learning impact across youth, future-of-work and leadership audiences.

ACE (Accelerated Candidate Evalutation)

ACE is a game-based recruitment platform that uses behavioral science and immersive simulations to assess candidates’ cognitive abilities, problem-solving skills and cultural fit. Unlike traditional hiring methods, ACE delivers unbiased, data-driven insights by tracking real-time decisions in workplace scenarios. This engaging approach enhances candidate experience, reduces hiring bias and leads to smarter hiring decisions and stronger retention.

Healthcare

Laptitude: the Curious Cases

Laptitude: The Curious Cases is an innovative, game-based training tool that teaches essential laparoscopic surgery skills through engaging mini-games with adaptive difficulty, real-time feedback and realistic instrument controls. Funded by the Wellcome Leap SAVE program, Laptitude addresses the global surgical workforce shortage by providing an affordable, portable and accessible solution — especially valuable in low and middle-income countries. Designed for surgical trainees, medical students and practicing surgeons, Laptitude accelerates skill acquisition and expands access to high-quality surgical training, helping improve healthcare outcomes worldwide.

The Light Within

The Light Within is a narrative puzzle adventure that blends emotional storytelling with practical mental health techniques like mindfulness, grounding, and self- compassion to promote emotional resilience and self-awareness. Designed for players aged 16+, the game offers an inclusive, non-violent space featuring a biracial protagonist and LGBTQ+ characters, making it ideal for those exploring mental well-being through introspective gameplay. Created by an independent studio, The Light Within transforms mental health education into an accessible, mobile-friendly experience that fosters empathy and personal growth through interactive storytelling.

FULL ADHD

FULL ADHD is an interactive game that helps players understand the everyday challenges of living with ADHD through real-life scenarios that highlight struggles with focus, time management, emotions, and communication. Co-developed by Psyon Games, Takeda and ADHD experts, the game promotes empathy and awareness by allowing players to experience and respond to realistic situations faced by people with ADHD. By making the experience engaging and reflective,

FULL ADHD breaks down misconceptions and encourages supportive environments at home, school, and work.

Higher Education

HR Management Simulation: People Analytics

Sim Institute has launched the People Analytics simulation, where students and executives assume the role of HR Director in a dynamic customer support call center. Participants make strategic decisions across HR policies, staffing, rewards and training, using real-time data analytics to boost employee engagement and customer satisfaction, while managing costs. The simulation incorporates the adaptation to technological changes (AI) and its impact on workforce requirements, offering a hands-on, interactive approach to learning strategic human resources management.

Project Management Fundamentals

Developed in partnership with Professor Christopher Glover at Arizona State University, the Project Management Fundamentals game prepares future project managers by blending practical skill-building with emotional intelligence and team dynamics. Through immersive storytelling, gamified challenges, and real-world scenarios, players actively engage with core project management concepts in a fun and memorable way. Using elements like the Hero’s Journey and points-based rewards, the game boosts retention, encourages application, and fosters confident, collaborative project leaders.

Silencer

Silencer is a provocative simulation game where players act as low-level news censors in the authoritarian state of Ogalia, confronting the ethical dilemma of suppressing dissent versus allowing free speech. Players engage with original news articles, interpreting censorship protocols to decide which stories should be removed, fostering critical thinking about journalism and politics. Developed for ages 13+, Silencer is a project from Diane Wang, Sia Yang, Samira Herber and the NYU Game Center Incubator.

K-12 Education

Dicey Escape

An educational math game produced for PBS KIDS by Fred Rogers Productions and Sinking Ship Entertainment and developed by Sinking Ship Interactive, set in the world of Odd Squad, the popular TV series. Supplementing the kindergarten-through-second-grade math curriculum, DICEY ESCAPE builds number sense, math operations and early algebraic thinking skills through engaging escape-room challenges with dice and numerals. The game can be played by an individual, in a classroom activity led by a teacher, and in a variety of additional educational settings. Since launching in October 2024, DICEY ESCAPE has been played more than 8.7 million times.

Two Falls (Nishu Takuatshina)

Two Falls (Nishu Takuatshina) is an award-winning narrative game that immerses players in 17th-century Canada through the eyes of a French settler and an Innu woman, fostering empathy and a nuanced understanding of cultural history. Developed by Unreliable Narrators with Indigenous artists and consultants, the game emphasizes authentic representation and meaningful engagement with Indigenous stories. Recognized for its social impact and inclusion, Two Falls will soon launch on Xbox Series X/S and PlayStation 5.

EZRA & ALEX

EZRA & ALEX is an innovative point-and-click adventure game designed for students aged 10 to 13, offering an engaging way to explore political participation in the classroom. Developed by Landesverband Kinder- und Jugendfilm Berlin e.V. with support from Deutsche Stiftung für Engagement und Ehrenamt, the game features a compelling story and appealing characters shaped with input from kids and teens. Accompanied by educational materials, EZRA & ALEX has been well received in multiple school trials, demonstrating its effectiveness in making civic education enjoyable and accessible.

Cyberchase: Cyber Sound Quest

Cyberchase: Cyber Sound Quest is a new bilingual, born-accessible game for children ages 6-8, featuring characters from the PBS KIDS series Cyberchase. The game teaches math and environmental science concepts through immersive STEM challenges and includes a wide range of accessibility features for children of all abilities. Available in English and Spanish, Cyber Sound Quest empowers kids to discover foundational learning in an inclusive, engaging digital environment.

Allan Gray Entrepreneurship Challenge: High School Game

The Allan Gray Entrepreneurship Challenge (AGEC) High School Game, developed by Sea Monster for the Allan Gray Orbis Foundation, is a dynamic online resource management game that equips high school students across Southern Africa with essential business and entrepreneurial skills. Aligned with the South African CAPS curriculum, the game blends experiential learning and engaging gameplay to foster creativity, financial literacy, and strategic decision-making. Through national competitions and a comprehensive online hub, AGEC empowers youth to turn entrepreneurship into a practical tool for self-empowerment and economic opportunity.

Microchip Makers VR

Boise State University’s Institute for Microelectronics Education and Research (MER), in partnership with the Games, Interactive Media, and Mobile (GIMM) program, has launched an interactive VR experience for Meta Quest devices that introduces K-12 students to the world of microchip manufacturing. This immersive simulation, already implemented in dozens of Idaho schools, allows learners to explore cleanroom environments and participate in key steps of semiconductor production, bridging the gap between complex technology and hands-on STEM education. Developed by GIMM student developers under MER’s guidance, the project aims to inspire the next generation of engineers and innovators by making the microchip industry accessible and engaging for all ages.

K12 ELA Village

 K12’s English Language Arts (ELA) program, designed for the Science of Reading, empowers students in grades 2-5 to master foundational reading and language skills through standards-aligned games and immersive quests. The ELA Village features four engaging mini-games that make grammar, vocabulary, and reading comprehension fun and accessible. With short, focused levels and open progression, the curriculum motivates students to practice regularly and explore ELA content at their own pace.

K12 Coordinate Islands world for Minecraft Education

K12 Coordinate Islands world for Minecraft Education introduces students to Grade 5 math concepts through immersive, quest-based gameplay in Minecraft: Education Edition. By interacting with engaging characters and completing challenges focused on graphing and coordinates, students unlock new areas and personalize their experience, making learning both fun and effective. This innovative educational tool seamlessly integrates curriculum standards with the excitement of Minecraft, motivating students to master core skills in a dynamic, interactive environment.

Pimachiowin Aki: The Land That Gives Life

The new Pimachiowin Aki Minecraft Education experience immerses students in the cultural and ecological heritage of the boreal forest, spotlighting Anishinaabe traditions and land stewardship. Developed with Logics Academy, MFNERC/MFNSS, and the Bloodvein River First Nation, this program aligns with curriculum goals by using interactive gameplay and 32 open-ended questions linked to eight learning objectives. Teachers and students will explore themes such as sustainability, Indigenous knowledge, and environmental protection in a dynamic classroom setting.

AVID Creator Planet

AVID Creator Planet is a groundbreaking 3D game for high school students, developed in partnership with Super League and funded by the Roblox Community Fund, that cultivates durable skills like critical thinking, collaboration, and communication through immersive, design-thinking challenges on a futuristic planet. Aligned with NGSS and ISTE national standards, the game empowers learners to tackle real-world problems, build resilience, and work effectively in teams while earning recognition for innovative solutions. This engaging platform seamlessly bridges education and entertainment, preparing students for success in tomorrow’s workforce.

Non-Profit

Echo-Commander

Echo Commander is an innovative, cooperative web game designed for blind players aged 12 and up, empowering them to connect with peers through accessible gameplay. Combining advanced voice commands, intuitive audio cues, and a unique sonar system, the game fosters teamwork, critical thinking, and inclusivity for both visually impaired and sighted players. Supported by the Accelerator Centre, Echo Commander aims to combat isolation within the blind community while delivering measurable learning outcomes through engaging play.

Night of the Living Debt

Night of the Living Debt teaches young adults vital financial literacy shills through engaging game-based decision—making and developed by New Mexico State University’s Learning Games Lab in partnership with University of Idaho Cooperative Extension. Recently redeveloped for web browsers with enhanced accessibility, the game places players in a post-apocalyptic world where they learn to manage credit scores, debt, and major life choices. The game aims to reach broader and underserved audiences nationwide, promoting stronger financial futures for youth. It was funded through the Extension Foundation USDA-NIFA NTAE program.

Cat Angels Triumph

Cat Angels Triumph, a free browser-based educational game developed by GeoAR Games with support from Cat Limited, teaches players responsible feline care through interactive real-life scenarios and expert guidance. The game, with input from veterinarian Elsa Flint and The New Zealand Cat Foundation’s Anne Batley Burton, engages users in stories about lost pets, unexpected litters, and neighborhood cat dilemmas to build empathy and practical knowledge. Cat Angels Triumph aims to empower both current and prospective cat owners, improving the well-being of cats in the community.

Preschool Education

Daniel Tiger’s Neighborhood: My Bedtime

MY BEDTIME is a social-emotional game produced for PBS KIDS by Fred Rogers Productions and developed by Curious Media. Designed for preschoolers, the game celebrates diverse family structures and invites children to explore the bedtimes of six neighbors who each have their own routines, stories, and songs. Based on the beloved TV series Daniel Tiger’s Neighborhood and developed with guidance from child development and diversity consultants, MY BEDTIME, and its Spanish version MI HORA DE DORMIR, provides an engaging opportunity for children and caregivers to connect at bedtime. Since launching in January 2024, MY BEDTIME has been played over 21.6 million times.

Lingokids

A Playlearning™ app for children ages 2-8, Lingokids offers an engaging, ad-free digital environment covering literacy, STEM and socio-emotional learning through interactive, game-based experiences. Collaborations with NASA and Moonbug
Entertainment have enriched the platform with unique content, while partnerships with the University of California Davis and the University of Central Lancashire validate its effectiveness for early learners. Lingokids empowers children to develop essential skills at their own pace, making learning fun, personalized and accessible for families everywhere.

Alma’s Way: Dominoes

DOMINOES is a social play and critical thinking game produced for PBS KIDS by Fred Rogers Productions and developed by Makefully Studios. DOMINOES, also available in Spanish as DOMINÓ, is an extension of Alma’s Way, the animated TV series, and rooted in traditional Puerto Rican double-six dominoes. Designed for children ages 4-6, the game can be played in one and two player modes on the same device. Since launching in November 2024, DOMINOES has been played over 4.8 million times.

Moshi Play

Moshi Play is a leading digital play and learning app for children aged 2-6, designed to promote independent exploration and skill development in a safe, ad-free environment. The app features expertly crafted mini-games that reinforce early literacy, numeracy, and cognitive abilities while building confidence and patience. Moshi Play’s soothing, familiar activities encourage self-guided learning without overstimulation, offering families a secure and engaging world for kids to play and grow.

Donkey Hodie: Cousin Hodie Playdate

COUSIN HODIE PLAYDATE, also in Spanish as A JUGAR CON EL PRIMO DONKI, is a social-emotional game produced for PBS KIDS by Fred Rogers Productions and developed by Curious Media, set in the world of Donkey Hodie, a whimsical puppet series inspired by Mister Rogers’ Neighborhood and produced by Fred Rogers Productions and Spiffy Pictures. Designed with and for neurodivergent children first, in collaboration with child development advisors and a neurodivergent UX researcher, COUSIN HODIE PLAYDATE offers robust settings that allow the players and their caregivers to customize the game to suit their needs, abilities, and enjoyment. The game helps children practice perspective-taking and emotion recognition through interactive play with Donkey Hodie and her cousin, Cousin Hodie. Since launching in April 2024, COUSIN HODIE PLAYDATE has been played over 7.7 million times.

Tabletop

Regime

The Bill of Rights Institute, in partnership with Game Genius, has launched “Regime,” a dynamic card game designed to immerse high school students in realistic governance scenarios and foster critical thinking, negotiation and civic engagement skills. This innovative educational tool allows students to experience shifting political and economic systems first-hand, connecting classroom learning to real-world civic participation. Developed with expert guidance and rooted in core American principles, “Regime” is now available to empower the next generation of informed citizens.

Collabyrinth

 An innovative learning game designed for students aged 12 and up, Collabyrinth fosters collaboration, communication and problem-solving through engaging mechanical challenges. Blending SEL, STEAM and engineering principles, the game encourages students to design, test and refine their own mazes while developing key social and technical skills. Extensively tested at Coast Mountain Academy and Skyridge Montessori, Collabyrinth prepares students to work effectively with others and navigate real-world systems.

So You Want to Be an American?

“So You Want to Be an American?” is an educational game for middle and high school students that immerses players in the real-world complexities of the U.S. immigration system, using authentic probabilities and scenarios grounded in firsthand experiences. Developed with support from experts and those who have navigated the system, the game fosters empathy, deep understanding, and discussion about fairness and justice in immigration. Manufactured in the U.S. with sustainable methods, the game inspires self-driven civic engagement and has already led students to greater awareness and activism.

Ban The Jesuits

Players take on roles as members of the Jesuit Order or their historical opponents, debating accusations and defenses drawn from real events. Through strategic rounds, participants experience the forces that led to the Jesuits’ ban, with opportunities to negotiate alliances and reshape outcomes. Designed for secondary, post-secondary, and community programs, this immersive game offers a compelling exploration of religion, power and history.

Tag! The Jurisdiction Game

A tabletop learning experience for law students, Tag! The Jurisdiction Game is designed to teach and review key procedural rules such as subject-matter jurisdiction, personal jurisdiction, venue, and joinder through innovative, scalable gameplay. Developed and play tested at Thomas R. Kline School of Law of Duquesne University with support from the John G. Rangos Sr. Prizes, the game incorporates custom cards and action mechanics to immerse students in real-world legal decision-making. By transforming complex legal concepts into interactive play, Tag! empowers students to master foundational law in a dynamic, engaging format.

Climate Action Force Go!

Catlilli Games announces Climate Action Force Go!, a cooperative, Super Sentai-themed card game for ages 8+ that brings environmental policy and climate awareness to life. Players act as countries collaborating to stop climate change, balancing coalition goals with individual ambitions in a game that mirrors real-world policy challenges. Designed for classrooms and the public, the game uses engaging mechanics to make climate action accessible, meaningful and fun.

Doomscroll

GamestormEDU has launched Doomscroll, an educational card game designed by Jon Spike with art direction by Vika Fajardo. In Doomscroll, students take on the role of a social media company, using real-world tactics to create addictive feeds and sell ads while gaining critical insight into how online platforms shape their behavior. The game’s accompanying lesson plans help students reflect on these strategies and empower them to navigate social media with greater awareness.

Cyber Threat Defender

Cyber Threat Defender (CTD) is a collectible card game created by the Center for Infrastructure Assurance and Security (CIAS) at The University of Texas at San Antonio to teach students essential cybersecurity concepts in a fun, engaging way. Designed for ages 11 and up, CTD helps players learn how to build and protect digital networks while exploring real-world cyber threats and defense strategies. With each fast-paced, 20-minute game, students gain valuable knowledge and skills for navigating today’s digital landscape.

Conversely

Conversely is a modular conversation card game designed to foster meaningful dialogue and connection in diverse settings, from therapy sessions to classrooms and corporate workshops. Featuring five adaptive engagement activities and inclusive Topic and Contribution cards, it transforms everyday conversations into structured, purposeful exchanges for groups of 2-12 players. The game’s accessible design promotes authentic communication and personal growth, meeting the rising demand for genuine human connection in today’s digital age.

Serious Games Created by Students

StepUp – Hygiene Hero Cup

StepUp – Hygiene Hero Cup: a 3D tablet game developed in partnership with the World Shoe Fund to teach critical hygiene skills to underserved youth ages 10–14. Designed for Android devices and tested in Ghana, the game uses sports-style challenges to make learning about handwashing, foot care and shoe-wearing engaging and effective.
Playtests demonstrated measurable improvements in students’ hygiene awareness and behaviors, positioning Hygiene Hero Cup as a scalable solution for global health education.

Cards of Heart

Cards of Heart: developed by students at the University of Southern California (USC) in collaboration with USC Games and the Creative Media and Behavioral Health Center, is a cozy digital card game that introduces mental health concepts to players aged 14-22 through engaging role-play and therapeutic mechanics. Inspired by therapies such as CBT, DBT and ACT, the game follows Amalia as she learns to manage her mental health and overcome negative thought patterns in a supportive, interactive environment.
The project was guided by clinical psychologists and features a diverse team of students and advisors dedicated to promoting mental health literacy and empathy among youth.

Answer Campus: First Semester

Answer Campus: First Semester is an interactive narrative game from NERDLab at the University of Miami, designed for players ages 16+ to navigate the social and academic challenges of college life. Through engaging dialogue and branching choices, participants experience authentic situations involving stereotypes and microaggressions, fostering empathy and critical thinking. Relationship dynamics shift based on player responses, creating a safe space to practice handling difficult conversations.

Other People’s Money

A new game developed in the Godot engine invites Americans of all ages to better understand wealth inequality by visualizing the immense fortunes of the ultra-rich alongside concrete alternatives, such as building libraries or funding public projects. Designed with expert-backed communication techniques, the game uses engaging gameplay, eye-opening visualizations and reflective in-game text to encourage critical thinking and inspire calls for positive change. Playtesting has shown that players leave with a deeper awareness of inequality and a greater interest in solutions.

Haunt & Hospitality

Haunt & Hospitality is a single-player simulation and management game developed by William Peace University Simulation and Game Design students, including Ethan Minnich, Caedmon R. Holland, Ben Gonzales, Jaelynn Berry, Ozzy Ochoa-Lara, and Tre’quan Harmon. Designed for students aged 13 and up, the game invites players to manage a quirky, haunted hotel set in the 1990s while building strategic thinking and resource management skills. With its playful art style and engaging gameplay, Haunt & Hospitality offers a fun, educational experience that teaches responsibility and adaptability through humor and interactive challenges.

An Interactive Tour of the International Space Station

Students at Michigan State University’s Media and Information program, in collaboration with the Abrams Planetarium on campus, created an immersive, interactive tour of the International Space Station, featuring a 3D replica developed for both desktop use and planetarium dome projection. Utilizing official NASA models, the experience allows visitors of all ages to freely explore ISS modules and learn about space technology through engaging activities and educational panels. The tour authentically simulates a microgravity environment and offers a unique opportunity for both self-guided and narrated learning.

CECO Activities

CECO Activities – CECO Ladder Mini-Games, a collaboration between Conductive Education Center of Orlando (CECO) and CelleC Games Studio at Full Sail University, introduces a suite of interactive mini-games designed to enhance therapy for students with Cerebral Palsy and neurological disabilities. The games, playable on a customized ladder device or PC, encourage engagement, reward and positive reinforcement as students develop physical abilities through themed experiences like plant-watering, music-making, ice cream stacking and cycling. The interactive ladder has been donated to CECO, with CelleC Games at Full Sail University serving as publisher. Six educationalStudent Tabletop/Board games have been cited for excellence in the 2025 International Serious Play Awards Program.

The Braille Bistro

Created with the support of the Michigan State University Resource Center for Persons with Disabilities, The Braille Bistro is a tactile matching game that invites sighted players to experience ordering from a braille menu while blindfolded. Designed to raise awareness about accessibility, the game includes a reflective “Next Level Sheet”; and actionable resources, making it a powerful tool for businesses, educators and designers to improve inclusion

Tabletop by Students

Pivot

Developed by Oma Makhija and Aria Makhija. Pivot is an award-winning math card game that transforms mental calculations into a thrilling competition. Perfect for 2-5 players ages 11 and up, this friends and family game features two difficulty levels, Level I (21 cards) and Level II (31 cards). Players work with basic operations like addition, subtraction, division, and multiplication.

Primes

Developed by Oma Makhija and Aria Makhija. PRIMES is an award-winning card game perfect for ages 10 -127. The deck of cards offers 100 unique combinations to challenge your arithmetic skills. Make the prime number displayed in the center of any card using the four numbers displayed in the corners. Players will marvel at the not-so-random distribution of prime numbers.

Death Coffee Time

Created through collaborations with Carnegie Mellon University and New York University, Death Coffee Time is a card deck that fosters meaningful, intergenerational discussions around aging and death. With a research-backed structure and narrative prompts, the game builds comfort and connection across generations, preparing families to navigate end-of-life conversations before a crisis occurs.

Campaign Trail 3000

Designed for civics classrooms and casual play alike, Campaign Trail 3000 puts players in the circuits of post-apocalyptic robots running political campaigns. Created by Alex Kaplan, Leigh Allen, and Juan Galan, this four-player drafting game simulates campaign decision-making while keeping the tone light, allowing players to explore fundraising, policy and political dynamics through strategic gameplay and thoughtful debriefs.

The Consent Game

Developed by junior high student Phoonseeraah (Ada) Tieanworn at Choate Rosemary Hall, The Consent Game teaches youth ages 8–18 how to recognize, request, and respect consent in everyday situations. Inspired by Ada’s interviews with former sex workers and implemented in Thai schools, the game blends role-play, storytelling, and discussion to build communication skills, assertiveness and mutual respect.