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Games for Education

Value-added workshops and courses leveraging games as teaching aids.

Case Study

Video Games in Contemporary Society: A Value-Added Course at Sophia College for Women (Autonomous), Mumbai

Video games have been a prevalent format of mass media ever since the 1950s, and the video games industry has seen exponential growth since the turn of the 21st century, creating a variety of career opportunities for media students and enthusiasts. Credible reports indicate the industry will be worth $221.40 billion by the end of 2023. Users within India is expected to reach 327.1 million by 2027.

However, the format is yet to be fully explored in scope and scale alongside other mainstream mass media such as film and television. This course is being facilitated at Sophia College for Women, Mumbai, India, to introduce video games to aspiring mass media undergrads as an exciting segment to pursue. Each session is designed to provide participating students with a unique hands-on experience, followed by an interaction to drive comprehensive learning outcomes, facilitated by industry professionals and enthusiasts.

Learning Outcomes

  • Facilitate a greater understanding of what encompasses a video game
  • Develop a comprehensive, step-by-step understanding of the video game development process
  • Build a broad perspective of the video game industry, both internationally, and within India
  • Discover how video games have paved the way for gamification, and how it can be leveraged as an implementation tool to drive strategic outcomes, specifically in marketing and understanding consumer behavior
  • Introduce students to a variety of career opportunities within the industry

Our Approach

We believe that video games go beyond entertainment and recreation in scope. By the way of reviewing and analysing video games over an extensive period of time, we have identified that games can be used for various use cases; one of these being education.

As a team, we help educational institutions identify specific challenges in facilitating learning to students, and develop courses and workshops towards helping them overcome them. Our hands-on approach can be leveraged to make students and teachers play video games, followed by a collaborative interaction session, to help drive key learnings towards achieving specific outcomes. From games as case studies to teach specific topics and subjects to students, to facilitating soft-skill development for any cohort, we can build and customise our approach to suit your specific needs.

If you are interested, please write to us at [email protected] and we could schedule a conversation.

Meet the Team

Tanay Iyer

Founder and Editor-in-Chief, Gamesage | Lead Facilitator for Video Games in Contemporary Society | Independent Games Critic

Indrani Ganguly

Studio Head, Duronto Games | Co-Founder, Community Manager and Head of Marketing, Desis & Dragons | Member of The Game Awards Future Class (2022)

Valmik Jangla

Technical Director, Duronto Games

Ravi Rao

Esports Writer, Esports.gg | Independent Games Critic

Kedar Rao

Associate Creative Manager, The Starter Labs | Independent Games Critic