Projects

 

iThrive Games partners with teens, game designers, mental health professionals, and educators. Current projects are featured here:

Game design with teens, for teens

In Game Design Studio, teens are players, developers, and researchers of games. They learn the essentials of design thinking and how to test games for player experience and impact. They share the issues that matter to them most and design games that reflect their experiences and values.

Game jams

iThrive’s internationally recognized game jam program combines instructional content, on-site subject matter expertise, a strengths-based approach, and a focus on a teen audience. With participants from the professional, college, and high school spaces, organic mentoring opportunities abound as the groups make video games in short sprints on positive themes like empathy.

Design Hives

iThrive Design Hives are think tanks with some of the best game developers and scholars in the industry. We come together to explore where principles of great game design meet meaningful, growth-oriented play.

Design tools for developers

What inspires game developers to design for fun and for growth? With expert developer feedback, iThrive’s Design Kits outline themes, mechanics, and game design strategies that have the potential to support skills teens need to thrive.

Games in mental health

With our Mental Health Games initiative, we work to reduce the barriers to treatment for teens struggling with mental health issues by embedding evidence-based interventions — preventative and therapeutic — into readily accessible, immersive games. We also consult with game developers and mental health professionals to create resources to support the use of games in therapeutic contexts.

Games in education

In collaboration with experienced middle and high school educators, iThrive co-creates curriculum around meaningful video games to engage teen students deeply in not only core curricular content but also meaningful social and emotional reflection and development at school. Examples include using What Remains of Edith Finch as a text in English to support self-reflection and drawing on experiential learning in This War of Mine to teach empathy and ethical decision-making in high school social studies.

Partners

Contact us to find out more about how to get involved or learn about our work