For Immediate Release 


Eight Serious Games Designed in the Student Entry category Win Awards 

in Annual International Competition  


TorontoOctober 11, 2023Two educational games and an educational simulation developed in the Student Entry category have been awarded a Gold rating and 5 others cited for excellence in the 2023 International Serious Play Awards Program.  


Gold Medals went to the following: 

  • Pittsburgh Glass Center: Virtual Glass Blowing – Pittsburgh Glass Center has introduced Virtual Glass Blowing, a captivating VR experience designed for middle school students and beyond, aimed at fostering an appreciation for glassmaking craftsmanship and skills. Participants use Meta Quest Pro Headsets to enter a virtual glassblowing studio guided by Blaze, PGC’s animated mascot, to create a blown glass ornament. The experience culminates in a virtual art gallery where players can explore their creations alongside pieces crafted by PGC artists, enhancing their understanding of glass artistry. 

  • HabiTileHabiTile is an engaging two-player tile-laying game created by a collaborative undergraduate team from Ball State University and Minnetrista Museum & Gardens. Designed for museum visitors, the game fosters curiosity about the local ecosystem while appealing to player pairs like parent-child, sibling, or college student friends. Players strategically place tiles representing animals and plants from the local ecosystem, gaining or losing points based on their choices, making learning about the local environment both enjoyable and educational. 



Silver Medals went to the following: 

  • CRISPR Cutout – “CRISPR Cutout™” is an innovative two-level game designed to demystify the complex world of gene editing technology, specifically CRISPR, and its application in treating diseases like HIV. With the guidance of characters Crispy and G, players create and use gene-editing tools to remove HIV DNA sequences, gaining a hands-on understanding of the process. Developed for non-scientists aged 13+, this game serves as a valuable educational supplement in both healthcare contexts for informed consent and in academic settings, providing an engaging way to learn about this groundbreaking technology. 

  • Powerchair FootballTayside Dynamos Powerchair Football Club is marking its 10th anniversary in 2023, having played a pivotal role in introducing Powerchair Football competitively in Scotland. They aim to raise the profile of this fast-growing UK disability sport through innovative means. Their ambitious project involves creating the first accessible Powerchair Football computer game, combining elements of FIFA and Rocket League, complete with coaching and tutorial modes to enhance accessibility and awareness for this unique sport. 


Bronze Medals went to the following: 

  • Answer Campus – “Answer Campus” offers an immersive experience set in a modern college campus, designed for high school seniors and first-year college students to navigate challenging scenarios related to identity markers like race, gender, sexuality, and ableism. The game’s authentic portrayal of these conversations reflects real-life issues faced on campuses today. While primarily a single-player game, it encourages group engagement, providing a safe space for discussions and exploring sensitive topics among young adults. Developed by NERDLab, this innovative game fosters dialogue and empathy in a digital learning environment. 

  • Bakesmith – This game emphasizes the importance of food groups and currently features the Dairy and Fruit/Vegetable Kingdoms. Players work to restore balance between these food groups, symbolizing a balanced diet, in a kingdom-themed setting. Developed in one semester, the game brings together a team of dedicated creators with roles ranging from art and design to technology and storytelling. 

  • Greener House – This Roblox game, designed for youth aged 8-18, educates players about creating a more environmentally friendly home and reducing their carbon footprint. Through in-game experiences, players learn how behavioral changes and various upgrades affect their carbon footprint and finances, aiming to achieve a net-zero emissions model 3D home to win the game. The educational objectives include tracking expenses, monitoring carbon footprint, showcasing cost-benefit analyses, and providing positive reinforcement through awards and badges. 

  • The Healing Tree – “The Healing Tree” is an art game designed to promote trauma therapy and mindfulness by engaging players in cleaning and furnishing activities within a dreamy world. Through dialogues with in-game characters, players can empathize with their traumas and promote understanding. This game caters to casual gamers, therapy-goers, and the LGBTQIA+ community, offering a therapeutic space for personalization and emotional healing. 


Serious Play Conference brings together professionals who are exploring the use of game-based learning, sharing their experience and working together to shape the future of training and education. For more information on Serious Play Award Program, go to: 


For more information about Serious Play Conference, go to: 


Media Contact: 

Sue Bohle 

310 721 9083