Our competition took place in January 2026 and we invited students to design and develop small, browser-based educational games that help users better understand and recognise online manipulation, specifically related to fake activity market. The challenge focused on creating experiences that are simple, engaging, and accessible, while delivering meaningful learning outcomes.
Each submitted game demonstrates how playful design can support serious learning objectives — transforming complex concepts about online influence and fake market into interactive challenges that encourage reflection and awareness.
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By Nathan Jones & Amber Fleming - Durham University
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By Chengkang Li - Newcastle University
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By Sami Ustuner - Newcastle University