Zero hunger

General idea: Students need to make responsible decisions about their own food and shopping and consumption habits that are in the interests of sustainable agriculture.

Game-example: Ethica – The Ethical Finance Game

The Ethica game on ethical personal finance is an educational game making players aware of the social and environmental impact of investments and businesses.

The game is an example of an educational roleplay and board game. It uses approaches to both financial literacy and education for sustainable development.

It aims to educate young people in responsible and sustainable financial personal behaviour, financial literacy and financial management using a roleplay and board game.


Game-example: Farmers 2050

They can learn about the game teaching teens about agriculture and sustainability. How will we sustainably feed 9 billion people by the year 2050? A question that is becoming mainstream in agriculture yet something most youth have never considered. One of the most powerful ways we can share our stories about agriculture is to engage teenagers with a tool they enjoy – video games.

Real farmers from across the world show the player what they are actually doing on their farms. From a dairy producer in Nova Scotia, to a potato grower in Alberta, advocacy is embedded throughout the game.

Feeding the world responsibly is essential and we must communicate to the world all of the innovations, best practices and opportunities there are in the industry. Farmers 2050 supports those efforts and it’s a lot of fun to play.

Game-example: The 2030 SDGs Game

The 2030 SDGs Game is a multiplayer, in-person, card-based game that simulates taking the “real world” into the year 2030.

Designed in Japan in 2016, this experience has become a powerful and impactful social phenomenon in Japan, earning extensive media coverage and reaching over 100,000 participants.

2030 SDGs Game events are held in corporate, governmental, educational, and community settings. We currently have over 600 certified facilitators in Japan and around 50 globally.

The game is designed to be played with anywhere from 5 to 50 players. (That number can be expanded to a maximum of around 200 with multiple parallel ‘worlds’ operating at the same time.)

Play time is approximately 1 hour; with the necessary explanation and reflection afterward, it requires a minimum of 2 hours, and generally works best in a 2 ½ hour time frame.

General idea: The general goal would be to participate in social action aimed at eradicating hunger. However, this depends very much on local opportunities and the age of the students. Rather, we recommend that students design campaigns that may activate their social drive.
Project work: designing a campaign or its details (e.g. poster).

General idea: to find and analyse innovations that can be effective tools to end hunger – or have already come to fruition in the last decade.
Clarifying the concept of innovation, making high scores for the hottest innovators based on different criteria.
Planning and justifying innovation awards.

Game-example: Mission 1.5

Mission 1.5, which launched worldwide on February 13, 2020, will give them a direct way to communicate to their governments the change they want to see.
The campaign is based around a mobile game that educates people about climate policy and provides a platform for them to vote on the solutions they want to see happen. The votes will then be compiled and analysed by researchers at the University of Oxford before being delivered to government leaders and climate policymakers.

The game, developed by UNDP with partners, was beta-tested in September 2019 and 1.25 million players voted. It is launching in all six of the UN’s official languages, and more languages will be added as the campaign progresses throughout the year.

Mission 1.5 uses mobile gaming technology in an entirely new way. Instead of just a website, the game is delivered through ads in some of the most popular video games in the world.

Game-example: helping to developing

Eco is a community-based game; the players develop laws, government, and an economy to determine the success of their world. The developers need extensive playtesting to get the balance of our core features just right. Learners could collect experiences about participation and the transdisciplinary work.

Commitment can be facilitated by a personal experience that comes from personal care of each slice of the topic. An example of this. creating, testing, or working on your own project or your own campaign, which is related to a group that is important to the student eg. country, age group.

Game-example: Planet Nomads

Planet Nomads is a singleplayer sci-fi sandbox game of survival on alien planets through block-style building. You are a lone astronaut scientist crash-landing on a strangely captivating planet. Keeping your wit together and securing your basic survival needs that include food, water and building material is the best start towards figuring out a way out of this messy situation.

Planet Nomads delivers a unique gaming experience by combining building, survival and exploration together to make you feel like a true survivor.
Surviving on an inhabited planet is no easy task, but with careful planning, caution and a healthy amount of curiosity, you can do it. As long as you overcome poisonous plants and curious beasts, avoid being slashed to pieces, frozen to death, eaten alive, starved and generally ended.

Features of the game:

One way to develop empathy is to use games, simulations, especially live role-playing games (larp), because they allow you to get to know another viewpoint by taking on a role.

An example of a game designed for a relatively well-known post-apocalyptic world:

Game-example: Hunger Games

1st Hunger Games Larp in Hungary

Hunger Games in Poland

Game-example: Profit-Seed

The Profit Seed game explores the issues surrounding genetically modified organisms (GMO) and the patenting of agricultural seeds. It is also an experiment with a novel game mechanic. A player uses her mouse to control the wind, trying to plant heirloom seeds while preventing GMO seeds from blowing onto a farmer’s plots. If enough GMO seeds land in the field and germinate, the lawyer from an agribusiness corporation comes to sue the farmer and take his land.

General idea: Analyse sustainable business board games and make their own games. Creating games in teamwork facilitates engagement with the topic and community thinking.

Game-example: 3rd World Farmer

Developing World Farmer is survival role-playing online game which gives a striking, first-hand insight into extreme rural poverty, and the hardships and challenges faced by the millions of starving, struggling farmers and families of developing nations. In the game, the player manages an African farm and is soon confronted with the difficult choices that poverty and conflict can cause.

Experience everyday developing world hardship in a safe environment. Learn about obstacles of the poor, which, in turn, will spark reflection and discussion about solutions to those problems. Make positive social changes, such as building networks and organizations that help people in developing world countries, and sparking interest in similar topics throughout developing countries.