Awards

INTERNATIONAL SERIOUS PLAY AWARDS

WINNERS 2024

Non-Profit Training

Cadence Ford

“Cadence Ford” a single-player, text-based strategy mobile game developed by One Love Foundation in partnership with iThrive Games and Playmatics, LLC, offers young people a safe space to recognize and address unhealthy behaviors in relationships. Through interactive stories, players learn how to navigate difficult conversations and support friends, building essential social and emotional skills. By engaging teens in a thought-provoking, choice-driven environment, the game empowers them to develop constructive relationship skills and promotes healthy, safe lives.

Disaster Mind

“Disaster Mind” a digital simulation game developed by FEMA and iThrive Games, engages young players in severe weather scenarios where their decisions shape the narrative, enhancing their understanding of disaster preparedness and stress management. Hosted on the award-winning iThrive Sim platform, the game emphasizes the importance of a resilient mindset and proactive disaster readiness, motivating teens to adopt responsible attitudes towards emergencies. Through immersive gameplay, “Disaster Mind” encourages young people to take collective responsibility for being prepared and resilient in the face of crises.

FathomVerse: Explore the depths

FathomVerse is a unique mobile game platform that engages casual gamers in ocean exploration while advancing machine-learning models for ocean biodiversity monitoring. By interacting with real ocean imagery, players learn about marine life and contribute to improving AI-driven data processing, essential for the emerging Blue Economy. Designed by Monterey Bay Aquarium Research Institute and &ranj Serious Games, FathomVerse combines captivating gameplay with a mission to inspire new ocean explorers and enhance scientific research through participatory science.

Preschool Education

https://www.reading.com/

Reading.com offers a co-play experience, developed by education experts, to help children aged 3-8 learn to read. A subscription includes 99 digital phonics lessons, 60 interactive storybooks, 42 educational videos, and 4 mini- games, all designed to build essential reading skills. Parents, guardians, and educators can also access printable games and activities for offline learning.

Corporate/Vocational Skills Training

House Flipper 2

“House Flipper 2” is a realistic simulation game designed to teach practical skills in home renovation and interior design. Players start with dilapidated properties, learning project assessment, renovation techniques, and business management through hands-on tasks like electrical work, plumbing, and budgeting. This engaging tool offers both novices and professionals a risk-free environment to explore design creativity and enhance their industry skills.

Intent

Developed by college students from Carnegie Mellon University, ”INTENT” is a transformational game designed to help neurotypical employees better understand and empathize with autistic colleagues in the workplace, serving as both a prototype and research tool for inclusivity training. Through interactive decision-making and realistic simulations, players experience the challenges faced by autistic individuals, fostering empathy and promoting positive relationships. With input from experts and extensive playtesting, the game guides players from awareness to active allyship, encouraging more inclusive behavior in real life.

AI-Powered Ventilation Training: Integrating VR in HVAC Education

Developed by college students at Metropolia UAS Helsinki, the “AI-Powered Ventilation Training” project integrates VR and AI to train students over 16 from vocational schools and construction faculties in HVAC maintenance. The VR simulation offers interactive, real- world scenarios with 3D models, step-by-step guides, and real-time feedback to enhance learning efficiency. This innovative educational tool combines modern technology with traditional training methods to better prepare students for practical HVAC tasks.

Happy

Serious Game on the Keys to Happiness Developed by college students, “Happy” is a dynamic serious game where players, assuming the role of Elisa, explore the keys to happiness while working for a digital newspaper. Guided by realistic simulations and the latest research, players learn to connect with emotions, find meaningful activities, and adopt healthy realism to increase their happiness. Accessible through the Gamelearn platform, this innovative and practical game-based learning experience is designed for anyone interested in understanding and promoting happiness.

Serious Games and Simulations Designed for use in K-12 Education

Cyber Range

ICTC´s Cyber Range introduces middle and high school students to essential cybersecurity concepts through immersive, cloud-based simulations that go beyond standard digital literacy. The program covers foundational topics like operating systems and encryption, culminating in the CyberTitan national student competition, where teams tackle real-world cyber-attacks in a gamified environment. By offering accessible, fear-free cybersecurity training, the cyber range prepares students for future roles in industry, government, and beyond.

GASHA GO! World

Georgia has taken the lead in computer science (CS) education, introducing foundational concepts to K-2 students. To support this initiative, Georgia Public Broadcasting, Georgia Department of Education, and FableVision Studios launched *GASHA GO! World*, a free suite of no-login games, animations, and support materials available in English and Spanish. Aligned with Georgia´s CS framework, this vibrant collection includes 13 games, 7 animated videos, and additional resources designed to make learning CS concepts engaging and accessible for all children.

TickAttack!

TickAttack is a fast-paced game designed to teach players ages 8 and up how to avoid tick bites and prevent tick-borne diseases like Lyme disease and Rocky Mountain Spotted Fever. Through mini-games and educational dialogues, players learn practical tips for protecting themselves and their pets from ticks, with real patient images and true/false questions to debunk common misconceptions. Developed with input from medical experts, the game aims to raise awareness and encourage behavior changes that can significantly reduce the risk of tick-borne illnesses.

un-TILTED!

A Game Designed to Promote Self Control and Positive Youth Development – un-TILTED! is a video game designed to help young adolescents (4th-6th grade) develop self-control in challenging situations. The game, created in collaboration with researchers, neuroscientists, and game designers, promotes thoughtful action by requiring players to balance cooperation with self-interest in heated moments. Rooted in behavioral science, un-TILTED! uses innovative game mechanics to enhance self- control and adaptive cooperation, providing a scalable solution for fostering these crucial life skills.

Eckis Würfelkosmos – Abenteuer in der Zahlengalaxie

“Eckis Würfelkosmos Abenteuer in der Zahlengalaxie” is a learning game designed for children aged 8 to 12 with dyscalculia and mathematical challenges, complementing their therapy by offering daily math-based minigames that adapt to each child’s skill level. Developed in collaboration with two universities, the game features 14 different minigames that train basic mathematical competencies while keeping children motivated with rewards and the ability to build their own world. Therapists and teachers can track progress and tailor the gameplay to each child’s needs through a web backend, making it a valuable tool in targeted arithmetic support.

Leaf Blower Man: This Game Blows!

Unbound Creations latest game uses satirical advertising, self-aware DLCs, and “broken” gameplay to make younger players reflect on how Free to Play games exploit dark patterns. As players progress, they uncover the game´s true purpose: to expose how their attention is the real product being sold to advertisers. Through clever 4th wall breaks and emotionally manipulative characters, the game challenges players to question the intentions behind typical F2P mechanics.

 

Paintball – The Puzzle Game

Paintball – The Puzzle Game” is a top-down puzzle game for 1 to 3 players, combining math (geometric shapes) and art (subtractive color mixing) to engage students aged 10-14 in interdisciplinary learning. Optimized for classroom use, it meets both student needs for fun and self-efficacy and teacher requirements for curriculum alignment, short playtime, and ease of use. With 32 levels and a free play mode, players must strategically plan and collaborate to replicate geometric shapes using color mixing.

Star Stuff

“Star Stuff” is a unique blend of tactical automation and real-time action, offering a fresh take on programming games. Players engage in coding puzzles, mastering concepts like sequencing, loops, and conditionals, while seamlessly blending planning with live execution in a Rube Goldberg-like environment. Designed for all ages, “Star Stuff” makes coding accessible and fun, encouraging experimentation and learning without the fear of failure.

STEM Career Paths

“STEM Career Paths” is a game designed for middle school students (ages 11-14) to explore the educational and personal decisions leading to STEM careers. Players take on the role of a high school student, engaging in conversations and making choices that affect attributes like engagement, curiosity, and resilience, ultimately influencing their character´s post-high-school path. Supported by the Indiana Space Grant Consortium and Ball State University, the game encourages roleplay and experimentation, allowing players to explore various outcomes and career paths.

Supreme Decision

Supreme Decision is a classroom simulation tool that allows high school civics students to role-play as Justices, Petitioners, and Respondents in a mock Supreme Court case. Through this engaging, live-action experience, students craft arguments, deliberate on cases, and learn how the Supreme Court functions, with the software guiding the process and providing background information. Developed in collaboration with iCivics and funded by the National Endowment for the Humanities, Supreme Decision has been praised for sparking curiosity and enhancing students´ understanding of the judicial process.

Theme Park Kitchen

“Theme Park Kitchen” is a fun, multi-level game that teaches middle school youth essential food safety practices, such as proper handwashing, cooking temperatures, and avoiding cross-contamination. Designed for use in classrooms, at home, or in 4-H and Extension programs, the game helps young players internalize safe food handling as they progress through increasingly complex cooking challenges. Developed by the Learning Games Lab at New Mexico State University, this engaging educational tool supports food safety education in a practical, interactive way.

Till Next Bill

“Till Next Bill” is a narrative survival game designed to prevent over- indebtedness by immersing players in real-life-inspired dilemmas, emphasizing the tension of unpredictable events. Targeted at 15-25-year-olds, the game offers a credible and engaging experience, supported by resources for educators and social workers, and is available in multiple languages including English, French, Italian, and German. Created with input from young people, the game uses time-based mechanics and real testimonies to build empathy and awareness around financial challenges.

Ambient Delusion

Ambient Delusion is a satirical-thriller strategy game where players work as security guards in a cursed museum, tasked with identifying anomalies in security footage. Aimed at 12-18 year olds, the game explores various cultures through museum rooms while teaching time management through trial and error. Developed by students in the Simulation and Game Design program at William Peace University, the game combines strategy with cultural education in a unique, immersive experience.

Serious Games and Simulations Designed for Use in Higher Education

Circular Economy Simulation: Fashion Forward.

The “Circular Economy Simulation: Fashion Forward” challenges learners to manage a fast fashion company over five years, focusing on transitioning from a linear to a circular business model to reduce waste and emissions. Participants make decisions on design, manufacturing, and retail activities, learning through feedback and experience how to implement sustainable practices and grow profitability in a challenging environment. Targeted at undergraduate, graduate, and executive education levels, the simulation highlights the urgent need for the fashion industry to shift towards circularity to address its significant environmental impact.

Drone Construction Kit

Developed by MIT Game Lab and MIT Education Arcade, this game introduces high school students to advanced manufacturing technologies, specifically silicon photonics for RF wireless communications in drones, aiming to spark interest in vocational technical training programs. Players solve puzzle challenges by creating drones using photonics and radio components, with the goal of achieving a perfect score through understanding the technology. The game is also used in higher education workshops to illustrate real-world applications and foster deeper technical discussions.

Easy Meals

Leadership & Communication Simulation: “Easy Meals” is a multiplayer simulation designed for university graduate students and corporate executives, focusing on crisis leadership, communication, teamwork, and decision-making. Participants act as the senior leadership team of a meal kit company, facing various crises across five rounds, where they must share relevant information and make collective decisions under pressure. The simulation offers unique role-specific information through 360 video experiences and participant-generated content, with adjustable settings for replayability and an accompanying teaching note to guide facilitators.

Game Designed for Museum / Visitor Center Education

Mine Evolution

Developed by D&D Skunkworks in partnership with the Canadian Institute of Mining and Science North/Dynamic Earth, this game educates players aged 10 and up about ethical and sustainable mining in Canada. It challenges users to manage a virtual mine, balancing three currencies—Money, Social Credit, and Environmental Credit—while exploring Canada’s landscapes and learning about the technologies that drive a green future. Players build and evolve their mining operations with guidance from expert virtual advisors, emphasizing the importance of environmental sustainability and social responsibility in modern mining.

 

Game Designed for Museum / Visitor Center Education

CLEARLY!

A Clear/Loud Speech Game for Parkinson’s Disease – Developed by college students at Michigan State University, “CLEARLY!” is a serious game designed to help people with Parkinson’s disease (PD) improve their speech clarity and loudness through interactive gameplay. Rooted in evidence-based PD speech therapy, the game engages players in communication tasks with real-time feedback, allowing them to practice both in therapy sessions and at home. Speech-language pathologists can use “CLEARLY!” to guide patients and caregivers in strengthening communication skills, enhancing their ability to connect with others in daily life.

 

Tabletop/Board Games

Buddy Abroad

Buddy Abroad is a game designed to prepare players aged 12 and up for short-term travel abroad by simulating real-world events and setbacks they might encounter. Originally aimed at higher education, it offers middle and high school students an engaging way to navigate travel challenges while emphasizing the importance of wellness and cooperation. Through strategic packing, monitoring a Wellness meter, and completing real-world tasks, players learn to manage the ups and downs of travel, with a focus on staying connected and supporting each other.

 

Kaleidoscope

Developed by students at Carnegie Mellon University, Kaleidoscope is a collaborative party game for 4-8 players aged 16+, designed to support non-binary and transgender individuals, their allies, and close friends or family members. The game creates a safe space for practicing pronoun use and allyship, challenging personal concepts of gender identity while confronting stereotypes and microaggressions. Suitable for both educational and social settings, Kaleidoscope uses humor and collaborative gameplay to foster meaningful conversations and build trust among players.

 

GoodDrivers

Developed by students at Carnegie Mellon University, GoodDrivers is an interactive board game designed for new drivers aged 10 and older, helping them bridge the gap between theoretical knowledge and real-world driving skills. The game immerses players in real-life driving scenarios, reinforcing essential traffic rules and safe driving habits through engaging gameplay. By combining education with fun, GoodDrivers prepares players for permit and road tests while enhancing their decision- making skills and confidence on the road.

 

Farm Warriors

Farm Warriors is a board game for 2 to 6 players aged 8 and up, where players become farmers tasked with growing crops to solve city problems related to nutrition. Players must identify and grow the right crops using resources like sun, water, and earth, while navigating real-life farming challenges and magical events. Suitable for children in grades 3 to 12, the game blends fun with educational elements about crop growth and nutritional value.

 

Terrible Workers

“Terrible Workers” is a humorous social card game where players pitch themselves for dream jobs, emphasizing the importance of interpersonal skills. Developed by students at Carnegie Mellon University, the game allows players to take turns being the boss, using creativity and wit to outshine their competitors while navigating playful challenges that highlight both strengths and weaknesses. Perfect for ages 10+, this game offers a fun way to build communication, empathy, and self-confidence, whether during a family game night, classroom activity, or workplace event.