By the numbers
83%
First-time exposure

of participants were attending a workshop on inclusion and diversity topics for the first time

61%
Want to learn more

expressed interest in learning more about diversity after attending — even those who arrived unsure

Data from the Play, Reflect, Act! Erasmus+ project — our transnational workshop programme for youth aged 13–18.

Where we work
Two cities.
One approach.

Our workshops run in Berlin and Istanbul, reaching young people across different cultural contexts. Same games, same methodology — adapted to where people actually are.

🇩🇪
Berlin, Germany

Workshops run across multiple Berlin neighbourhoods — from schools and youth centres in Neukölln and Kreuzberg to our own studio in Oranienstraße. Participants ranged from alternative school backgrounds to young people encountering these topics for the first time.

Oranienstraße Studio Meko Neukölln Schools & youth centres
🇹🇷
Istanbul, Turkey

Workshops delivered in partnership with Learning Designs at their Beyoğlu office. For many participants, these were the first structured conversations they had ever had about gender identity, sexuality, or disability — in a context where such topics remain difficult to discuss publicly.

Öğrenme Tasarımları Beyoğlu Erasmus+ Partnership
What we found
Evidence from the Play, Reflect, Act! report.

Based on pre- and post-workshop surveys, one-on-one interviews, and facilitator focus groups collected across the 2024–2025 project cycle.

Increased curiosity and engagement

Participants consistently described workshops as different from traditional learning environments — more engaging, more personal, and more relevant to their actual lives. Even those with doubts about the game format ended up enjoying the creative process.

New perspectives on diversity

For many participants, workshops introduced concepts they had never encountered before — from disability as a social construct to the range of gender identities. Discussions among participants generated peer learning that went beyond what facilitators planned.

Confidence to express opinions

The combination of games and facilitated discussion helped participants feel safer to speak. Several reported that they don't usually open up easily, but the workshop environment made it possible — due to both the physical space and facilitator approach.

Games as effective entry points

Introducing topics through game characters was consistently effective at sparking engagement — particularly Leila's Play, which participants found approachable and safe. The narrative format allowed emotional distance that made difficult topics easier to discuss.

Creative skills alongside social ones

In the Game Jam workshops, participants developed teamwork, storytelling, and basic programming skills while exploring social themes. Designing a game about a topic they cared about was described as both challenging and deeply meaningful.

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Context shapes engagement

Participant responses differed significantly between Berlin and Istanbul. In Berlin, many young people arrived already familiar with diversity concepts. In Istanbul, the same content was often genuinely new — requiring more time for trust-building and preparation.

In their own words
What participants said.
"

It was really fun to play together on the couch… I actually learned a lot about coding as well.

Workshop participant — Berlin
"

I realized there are so many different kinds of people out there. It reminded me that the world is big, and diverse.

Workshop participant
"

At first everyone was a bit distant… but after the first game, people really warmed up. The setting and decoration helped too, it felt cozy and welcoming.

Workshop participant
"

Designing my own game sounded like a dream I thought I could never achieve.

Game Jam participant
"

Our facilitator was really warm and approachable. I don't usually open up easily, but she made me feel comfortable.

Workshop participant
"

I thought it would be too basic or too technical, but I ended up having fun even with the parts I thought I'd be bored.

Workshop participant
Recognition
Award-recognised across Europe.

Our games have been recognised by the games industry, children's media sector, and civic education community — in Germany and internationally.

Sibel's Journey 2021–2024
Gaming Ohne Grenzen Award
Winner · gamescom 2023
Big Impact: Diversity Award
Winner · gamescom latam 2024
Goldener Spatz Media Sponsorship
Winner · 2023
Games for Change — Best in Civics
Nominee · 2024
Big Impact: Best Mobile Game
Finalist · 2024
GEE Learning Game Award
Finalist · 2023
Goldener Spatz — German Children's Media Festival
Nomination · 2023
TOMMI Children's Software Award
Nomination · 2022
Laika 2019–2020
Comenius EduMedia Award
Winner · 2019
Pädagogischer Medienpreis
Winner · 2019
Deutscher Computerspielpreis — Best Children's Game
Winner · 2020
TOMMI — Best Children's Game
Nomination · 2019
Goldener Spatz — Digital Narrative
Nomination · 2020
Funded Projects
Our work is publicly supported.

Every game and programme we've made has been developed with public and institutional funding — which is what allows us to keep our games free and our workshops accessible.

Game Development
Sibel's Journey
Medienboard Berlin-Brandenburg Crowdfunding Campus TAPV Food for Thought

A narrative game about gender, sexuality, consent, and identity for young people aged 11+. Co-funded by Medienboard Berlin-Brandenburg and the Turkish Family Health and Planning Foundation (TAPV), with crowdfunding support. One of the first games of its kind in Germany — now available in German, English, and Turkish.

Game Development
Leila's Play
Medienboard Berlin-Brandenburg BMWi Food for Thought

A detective-adventure game exploring disability, accessibility, and neuro and physical diversity. Co-funded by Medienboard Berlin-Brandenburg and the Federal Ministry for Economic Affairs (BMWi). Currently in development — set for release on PC, Mac, tablet, and console.

Erasmus+ KA210-YOU · 2024–2025
Play, Reflect, Act!
Playground Berlin JFSB

A transnational Erasmus+ Small Scale Partnership between Food for Thought (Germany) and Learning Designs (Turkey). Workshops ran in Berlin and Istanbul with young people aged 13–18, combining Sibel's Journey, Leila's Play, and a Game Jam. Produced a published Impact Report and Workshop Guidelines.

Berliner Projektfonds Kulturelle Bildung
Gemeinsame Gestaltung von Computerspielen und Charakteren
Berliner Projektfonds Kulturelle Bildung

A cultural education project funded by the Berliner Projektfonds Kulturelle Bildung (Projekt-Nr. 37133-261), bringing young people into the game design process. Participants co-create characters and game concepts, exploring social themes through storytelling and design — with professional game designers as mentors.

Help us keep the door open.

Your support keeps workshops free for schools and youth centres that can't afford them. Every contribution goes directly to our programme.

Donate via Betterplace → Bank transfer