We measure our impact through the conversations young people have, the perspectives they gain, and the questions they leave with. Here's what we've found.
of participants were attending a workshop on inclusion and diversity topics for the first time
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.
Our workshops run in Berlin and Istanbul, reaching young people across different cultural contexts. Same games, same methodology — adapted to where people actually are.
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.
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.
Based on pre- and post-workshop surveys, one-on-one interviews, and facilitator focus groups collected across the 2024–2025 project cycle.
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.
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.
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.
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.
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.
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.
It was really fun to play together on the couch… I actually learned a lot about coding as well.
I realized there are so many different kinds of people out there. It reminded me that the world is big, and diverse.
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.
Designing my own game sounded like a dream I thought I could never achieve.
Our facilitator was really warm and approachable. I don't usually open up easily, but she made me feel comfortable.
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.
Our games have been recognised by the games industry, children's media sector, and civic education community — in Germany and internationally.
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.
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.
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.
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.
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.
Your support keeps workshops free for schools and youth centres that can't afford them. Every contribution goes directly to our programme.