AI Empire and ‘the space of possibility’ – designing inclusive and accessible games for teaching and learning.

Lead Author: Geraldine Foley

Additional authors: tbc

Timetable: Thursday Session 9: 16:30-17:15, Gallery Room 2

Description:

Games provide the structures and context in which play takes place, a ‘space of possibility for play’, but how do you design a game that fits into the classroom experience? What can be done to encourage students to come along with you on the journey and stop them from getting lost in the woods?

We wanted to explore the ethics of generative AI in a playful way, using a game to create a safe space for HE students to discuss the topic and encourage collaboration, communication and critical thinking.

The game design and development started from a co-creation Changemakers project with staff and students working to design a game on the ethics of generative AI. The game aims to raise awareness of some of the issues around this rapidly advancing technology and the impact its use has on society and the environment. The current version of the game builds on staff and student feedback including a playtest workshop at playful learning 2024. Using mechanics which highlight the tensions between the competitive technology sector and the need for cooperation to manage scarce global resources. AI Empire is a card game, in which players make decisions on how to host and run a generative AI model. Will you work with or against other players to collect, store and manage data? Can you be the first to develop your model without running out of energy or water?

In this session participants will get to experience and give feedback on a speed version of the game. We will discuss the constraints and factors around designing for timetabled sessions and ways to make games for learning accessible and inclusive.

References, web links and other resources:

• Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
• Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
• Thomas, M., Urbanek, E., & Ladd, C. J. T. (2025). Intergenerational tabletop game design for exploring the climate emergency: insights from an undergraduate field course. Journal of Geography in Higher Education, 1–11. https://doi.org/10.1080/03098265.2025.2497225