In 2009, interest in the capacity of games to solve real-world problems spontaneously began to erupt within general culture. This was an idea that a lot of people had been promoting for a some time through initiatives like Serious Games, Games for Health, and Games for Change, but their message had mostly flown under the public’s radar. As a UX practitioner, I had long been fascinated with exploring how games could effect positive change in people and achieve things that would otherwise be difficult through conventional design. It was clear to me that the UX community could benefit from…

