“The Breakout EDU Kit is a unique collection of resettable locks, boxes, and items that can be used to play 100s of immersive learning games.” – “Getting Started,” Breakout EDU

“The Breakout EDU Kit is a unique collection of resettable locks, boxes, and items that can be used to play 100s of immersive learning games.” – “Getting Started,” Breakout EDU
“This game is designed as a narrative investigation where you must piece together elements from the different applications, messages and pictures to progress. Scrolling through the phone’s content, you will find out everything about Laura: her friendships, her professional life and the events that led to her mysterious disappearance and the loss of this phone.” – Developer
“Loot boxes are a virtual game of chance, but should this commonplace in-game feature now be considered real-life gambling?” – Vic Hood, Eurogamer
“Platitudes were abundant—well meant of course, and everyone involved quite sincerely wanted games to improve in terms of accessibility. But answers weren’t exactly forthcoming; more was said on defining inclusivity and accessibility, rather than illustrating a workable path towards more of it.”
“In the 2D sidescroller Thunderbird Strike, fly from the Tar Sands to the Great Lakes as a thunderbird protecting Turtle Island with searing lightning against the snake that threatens to swallow the lands and waters whole.” -Developer
“We are stronger when we laugh and humor makes it easier to talk about difficult issues. Cards Against Colonialism attempts to embrace the modern Native Culture, and allows us to learn and laugh at the same time.” – Publisher
“Gamasutra interviews Bethesda’s Emil Pagliarulo and 2K Marin’s Jordan Thomas to discuss the importance of building challenging, satisfying ethical gameplay — both in games the duo created such as Oblivion, Fallout 3 and BioShock 2, and in the work of others.” – J. Matthew Zoss
“In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games.” – Publisher
“Representation is the key to kickstarting discussion, and video games have taken a woefully one-dimensional approach in the mental health conversation. While there’s no shortage of mental health-related content in today’s games, it falls into one of two specific camps, neither of which confront the complex and nuanced issues with the empathy and consideration they deserve.” – Patrick Lindsey
“…the question of what gaming would look like in a socialist world has haunted me for days. Not only because I’m a leftist and I care about games, but because of how it relates to many crucial issues of 21st century radicalism…” – Paolo Pedercini