Includification – A Practical Guide to Game Accessibility

“This document does not explain the technical ways to design a video game. Instead, it explains the most important accessibility options that can be included into a video game and what each one of them means to the end-user. In a three-tier style, we will explain the options that need to be included to assist those with mobility, hearing, visual and cognitive disabilities.” – Includification – A Practical Guide to Game Accessibility

CEO2

“CEO2 is a game that puts players in the role of a CEO in one of four major industries from 2010 to 2030. CEO2 was designed to raise awareness about the need for business leaders to balance their concerns for profit and climate change, and the options available to them.” – CEO2

Unclaimed World

“Characters and alien wildlife are brought to life through a rigorous simulation and the game plays out as a tug-of-war between humans and nature on a planet full of opportunities and dangers. Understanding the alien environment is crucial – the resources you discover will provide a number of production options making you able to adapt when food gets scarce and equipment breaks.” – Unclaimed World

Banished

“In this city-building strategy game, you control a group of exiled travellers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland. The objective of the game is to keep the population alive and grow it into a successful culture.” – Banished

PowerUp

“Players meet Expert Engineer characters and experience the great diversity of the field. Conversations with these experts and engaging interactive activities allow players to explore ways engineers design and build systems to harness renewable energy sources as alternatives to burning fossil fuels. Players take on the role of Engineers, working together designing and building energy solutions to save the world.” – Power

Digital Media and Learning (Book Series)

“This book series is founded upon the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. This is reflected in expressions of identity, in how individuals express independence and creativity,…