﻿{"id":175278,"date":"2025-05-16T14:03:02","date_gmt":"2025-05-16T12:03:02","guid":{"rendered":"https:\/\/www.ieseg.fr\/?post_type=news&#038;p=175278"},"modified":"2025-06-18T18:26:55","modified_gmt":"2025-06-18T16:26:55","slug":"game-social-cause-creativity-courses-sdg","status":"publish","type":"news","link":"https:\/\/www.ieseg.fr\/en\/news\/game-social-cause-creativity-courses-sdg\/","title":{"rendered":"&#8220;A Game for a Social Cause&#8221;: creativity courses centered around United Nations&#8217; SDGs"},"content":{"rendered":"\n<p><em>Believing that games can be powerful tools for driving social change, I\u00c9SEG alumna Alexandra OLIVETTI (Class of 2001) founded By Mon Imaginarium, an organization that offers a creative space where individuals can explore their potential through self-expression and self-discovery. She also leads the creativity training courses offered to all Bachelor-level students in I\u00c9SEG\u2019s <a href=\"https:\/\/www.ieseg.fr\/en\/programs\/specialized-masters\/grande-ecole-programme-5-years\/\" target=\"_blank\" rel=\"noreferrer noopener\">Grande \u00c9cole Program<\/a>. <\/em><\/p>\n\n\n\n<p><strong>Structured into six modules, these courses aim to develop students\u2019 creativity, introduce them to collaborative methods\u2014especially through collective intelligence\u2014and teach them to think differently, act differently<\/strong>, and shift their perspective to better tackle the challenges they\u2019ll face throughout their academic and professional lives. These soft skills and attitudes are highly sought after in the job market.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full is-resized\"><img loading=\"lazy\" src=\"https:\/\/www.ieseg.fr\/wp-content\/uploads\/2025\/05\/Serious-Game-Alexandra-Olivetti-2cut-1.jpg\" alt=\"\" class=\"wp-image-175350\" width=\"328\" height=\"390\" srcset=\"https:\/\/www.ieseg.fr\/wp-content\/uploads\/2025\/05\/Serious-Game-Alexandra-Olivetti-2cut-1.jpg 546w, https:\/\/www.ieseg.fr\/wp-content\/uploads\/2025\/05\/Serious-Game-Alexandra-Olivetti-2cut-1-252x300.jpg 252w, https:\/\/www.ieseg.fr\/wp-content\/uploads\/2025\/05\/Serious-Game-Alexandra-Olivetti-2cut-1-126x150.jpg 126w, https:\/\/www.ieseg.fr\/wp-content\/uploads\/2025\/05\/Serious-Game-Alexandra-Olivetti-2cut-1-400x475.jpg 400w\" sizes=\"(max-width: 328px) 100vw, 328px\" \/><figcaption>&#8220;A Game for a Social Cause&#8221;<\/figcaption><\/figure><\/div>\n\n\n<p>This year, Alexandra OLIVETTI designed the six modules around a central project titled \u201cA Game for a Social Cause.\u201d Over six sessions, students are tasked with imagining, designing, prototyping, testing, and refining a serious game\u2014a game with an educational or social purpose\u2014aligned with one of the <a href=\"https:\/\/www.un.org\/sustainabledevelopment\/sustainable-development-goals\/\" target=\"_blank\" rel=\"noreferrer noopener\">United Nations&#8217; 17 Sustainable Development Goals (SDGs)<\/a>.<\/p>\n\n\n\n<p><strong>As they progress through the modules, students not only build their serious games step by step, but also explore different roles within group work (such as receiver, designer, tester, facilitator, and coach)<\/strong>. These roles help them develop new skills and discover more effective ways of collaborating. Alexandra OLIVETTI worked closely with the CETI (I\u00c9SEG\u2019s Center for Educational and Technological Innovation), which helped design the course sessions and create a deck of cards used by students to bring their ideas to life and create prototypes.<\/p>\n\n\n\n<p><em>\u201cI broke down the creative process into clear stages for each session,\u201d she explains. \u201c<strong>In the first module, students select the SDG they want to focus on and start brainstorming ideas for their game. In the next session, they develop the game concept through a gamification workshop<\/strong>\u2014and they must pitch it to an expert in the field to secure them as a mentor. This helps them deeply understand the real-world issues their game will address. Then, they build a paper prototype to validate the concept and test what works and what needs improvement. The fourth session is focused on testing the gameplay. In the fifth module, students take turns as coach-facilitators to help other teams overcome challenges: How do you deal with a free-rider in the group? What if you&#8217;re out of ideas? What if your game isn\u2019t innovative? Or if it lacks meaning? This gives them hands-on experience with coaching and facilitation\u2014skills that are useful not just at school but also in the workplace. Finally, they present their game in action and share its outcomes in a 10-minute creative storyboard during the final session.\u201d<\/em><\/p>\n\n\n\n<p><strong>More than 1,200 students participated in this serious game creation challenge. But the goal wasn&#8217;t just to raise awareness or share facts about their chosen SDG.<\/strong> Their games needed to change players\u2019 behavior, encouraging real-world action and social impact\u2014hence the course title, <em>\u201cA Game for a Social Cause.\u201d<\/em><\/p>\n\n\n\n<p>\u201c<em>I\u2019m really proud of my students,\u201d <\/em>Alexandra says.<em> \u201cWith support from 25 creativity instructors, they fully embraced the project and followed through from start to finish. Creating a serious game from scratch\u2014from idea to concept to real-world implementation\u2014is no small feat. Some of the games are truly innovative, and I\u2019d love to develop a few into open-source tools for NGOs, schools, and youth centers\u2014as vehicles for real societal change.<\/em>\u201d<\/p>\n\n\n\r\n<div class=\"color-block yellow\">\r\n\r\n\t<div class=\"picto\"><?xml version=\"1.0\" encoding=\"UTF-8\"?><svg id=\"b\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" viewBox=\"0 0 50.58 56.12\"><g id=\"c\"><g id=\"d\"><path d=\"m28.25,11.45c-3.64-4.36-9.85-5.55-14.84-2.84-4.99,2.71-7.37,8.57-5.68,14,1.69,5.42,6.97,8.9,12.62,8.3,5.65-.6,10.09-5.1,10.6-10.76.29-3.15-.68-6.28-2.71-8.7h0Z\" fill=\"none\" stroke=\"#fd9e00\" stroke-miterlimit=\"10\" stroke-width=\"1.8\"\/><path d=\"m49.05,50.77l-14.84-17.88c-.33-.37-.89-.42-1.28-.12l-1.26.99-.57-.62c7.32-6.74,8.49-18.51,1.93-26C26.48-.33,15.14-1.22,7.5,5.15-.15,11.52-1.32,22.83,4.87,30.63c6.18,7.8,17.98,8.77,25.93,2.79l.58.62-1.21,1.05c-.38.32-.44.89-.12,1.28l14.84,17.88c.96,1.15,2.67,1.31,3.82.35.55-.46.9-1.12.97-1.84s-.16-1.43-.62-1.98h0Z\" fill=\"none\" stroke=\"#001f44\" stroke-linecap=\"round\" stroke-linejoin=\"round\" stroke-width=\"1.8\"\/><\/g><\/g><\/svg><\/div>\r\n\t<h3 class=\"title\">Examples of Serious Games developed by students<\/h3>\r\n\t<div class=\"content\">\r\n\t\t<p><strong>&#8220;Silent Violence&#8221;<br \/>\n<\/strong>Victoire DUJARDIN, Marion DEPRET, Estelle BILLIER, and Corentin JAFFRELOT worked on SDG 5 to combat domestic violence. For the SOLFA association, they developed a game aimed at identifying situations of violence, triggering reactions, and adapting behaviors in the face of domestic violence.<\/p>\n<p><strong>&#8220;Solidari&#8217;Terre&#8221;<br \/>\n<\/strong>With their mentor Alix FONTANT, Louis DUHAMEL, In\u00e8s BODOT, Camille JAUMAIN, and D\u00e9otille HOYEZ developed the game &#8220;Solidari&#8217;Terre&#8221; to strengthen social inclusion (SDG 1). The only Serious Game playable remotely, its objective is to act for inclusion by acknowledging the impact of social inequalities.<\/p>\n<p><strong>&#8220;Pegasus&#8221;<br \/>\n<\/strong>To act on animal welfare (SDG 2), the group of Alexandre HAMEL, Ambroise HARTER, Hermance BLANC, Angelina CHIARONI, and Mathilde PARENT, with the help of their mentor Amandine GAGLIONE, developed the game &#8220;Pegasus,&#8221; which aims to measure the impact of our behaviors on animal welfare and change our ways of doing things.<\/p>\n<p><strong>&#8220;Mission Handicap&#8221;<br \/>\n<\/strong>This game, which aims to measure the impact of disability in daily life, was developed by Louis CRABEIL, Matteo MASSONI, Rapha\u00ebl MOUCHART, Antoine RENAULT, and Aubin DOUCERT with the help of Yann GRISET. It addresses SDG 10 to change our perspective on disability.<\/p>\n<p><strong>&#8220;Appliquest&#8221;<br \/>\n<\/strong>This Serious Game, developed by Matthieu ROUZE, Anatole RIBIOLLET, and Carla SNYCHERTE with the Emma\u00fcs Connect association, aims to help beneficiaries struggling with the daily use of their smartphone (SDG 9) and thus reduce the digital divide within our societies.<\/p>\n<p><strong>&#8220;Time to Impulse&#8221;<br \/>\n<\/strong>Thanks to the &#8220;Espace Jeune&#8221; association, Lucie RUEZK, Ella VERHOEVE, Mathilde THYRANT, and Arthur SALLET developed this game to drive change regarding discrimination and change mentalities (SDG 5).<\/p>\n<p><strong>&#8220;2,000 Steps Towards Integration&#8221;<br \/>\n<\/strong>With the support of the I\u00c9SEG Career Center, Jeanne TRUCY, Lalie TONNELIER, Anouck THALER, and Valentin SOLON-HUSSE imagined this game to better advance on the path of professional integration (SDG 8).<\/p>\n\t<\/div>\r\n<\/div>","protected":false},"excerpt":{"rendered":"<p>Believing that games can be powerful tools for driving social change, I\u00c9SEG alumna Alexandra OLIVETTI (Class of 2001) founded By Mon Imaginarium, an organization that offers a creative space where [&hellip;]<\/p>\n","protected":false},"author":51,"featured_media":175337,"menu_order":0,"template":"","news-category":[297],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v19.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>&quot;A Game for a Social Cause&quot;: creativity courses centered on SDGs<\/title>\n<meta name=\"description\" content=\"Structured into six modules, these courses aim to develop students\u2019 creativity and introduce them to collaborative methods.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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