While electronic learning games and apps are widely spread, there are few card and board games available that focus on educating youth on crime, justice and rule of law issues. E4J recognizes the educational value of games for use in the classroom. With the aim of adding to the ludic range of options available to educators, E4J launched a Call for Proposals for the development of non-electronic learning games for 13-18-year-old students focusing on at least one of the mandate areas covered by UNODC. Ten game designers - civil society organizations as well as educational institutions - were awarded a grant for the development and testing of a game surrounding rule of law topics, involving secondary level students and educators in every step of the process.
'Play for Integrity', a snakes and ladders-style game, which was developed by Integrity Action in the UK, enables students to act with integrity, and recognise and challenge corruption. Teams of players are challenged to reach the end of the board by answering questions and competing in tasks surrounding key concepts of integrity. The game along with a lesson plan for educators is available for download in Arabic, English, French, Nepali, Pashto. Russian and Uzbek.
Asociation Socioeducative Llere, in Spain, developed 'Running Out of Time', an original board game which teaches about corruption, terrorism, human trafficking and migrant smuggling. Assuming different roles in society, from law enforcement officials to politicians, players are faced with an "infection", an ever-spreading problem that adversely affects the different players. While working collaboratively and strategically to solve the problem, players learn about how the different characters are affected by the problem and how they can be involved in its solution. The game ends when the infection is contained or when it reaches a point of no return.
Game designers at Howard University, in the United States, developed the board game 'Labyrinth' aimed at strengthening students' resilience and critical thinking skills. Players attempt to achieve hero status by navigating the game board and making appropriate choices, while finding their way in a labyrinth where paths lead to violent extremism and radicalization, but also to tolerance and diversity. To be successful, players have to be able to challenge stereotypes, recognize propaganda and evaluate messages encountered online, and analyze scenarios including the risk involved in violent extremism.
Bournemouth University, UK, is developing a collaborative board game on the use of force accountability called 'RiotID' designed to teach students about the United Nations Basic Principles on the Use of Force and Firearms by Law Enforcement Officials. Taking on the roles of a civic forensics investigation team, players learn how to identify mis-uses and excessive uses of police firearms and less lethal equipment. Through collaborative investigations RiotID players gather evidence from an incident scene to help expose human rights violations, track weapons manufacturers and discover police equipment trade routes.
Rutgers Preparatory School in the United States created 'Cyberstrike', a cooperative board game where players need to make up a common strategy to fight cybercrime. The ever-changing landscape of the game requires players to think critically, listen carefully, shift from a leadership role to a supportive role depending on the skill set required, anticipate consequences and formulate possible solutions. Requiring the players to work together, the game also strengthens their teamwork skills.
Brazil's University of São Paolo is working on 'Purposyum of Justice Challengers,' both a board and a role-playing game which will help young people develop their storytelling skills as they play through a journey to reach various stages of revelations leading to justice.
'Students for Integrity' is the game idea of Transparency International Slovenia that can be used in anti-corruption education. Players delve into the roles of journalist, detective, whistle-blower or politician, amongst others, as they deal with various crises. Those that are ignored intensify, while those that are dealt with strategically are overcome.
With 'PowerTalk', the UN Association of Finland is creating a strategy board game where players collectively choose a campaign demand around the issue of trafficking in persons and the smuggling of migrants. Representing stakeholders on opposing sides, teams of players brainstorm and pitch a creative strategy in favour of or against the demand. Proposal must incorporate a surprise element from a card the team picks. After each pitch, windfall and hazard cards unexpectedly change the dynamics between teams.
In Bolivia, Vision Mundial is working on a board game teaching students about trafficking in persons and smuggling of migrants. Moving around the board, players are faced with different choices that might put them at risk of becoming a victim of human trafficking. The aim is to raise students' capacity to protect themselves, seek protection in their community and recognise and report criminal activities.