17th Annual
Life.Love. Game Design Challenge

The 2024 prosocial game design theme was Social Connectedness.

Winning Connectedness Games

For the Seventeenth Annual Life.Love. Game Design Challenge the theme was social connectedness, a protective factor against violence for adolescents and their communities.





Announcing the Winning Social Connectedness Video Games

An image using the theme for the Connecting Games Game Design Challenge. The background is similar to a light blue sky with transparent clouds. At the top-center is a 70s style logo: 'Connecting.Games' with an iconic smiling face in place of the dot. Below is a rounded frame containing information and screenshots for the five winning video games. [Descriptions for the screenshots of the winning video games is not provided.]

1st Place
'Open Worlds Play'
Sunny Chen

2nd Place
'The Titli Effect'
Anurati Srivastva, Sana Alimohamed, Charu Tak, Divya Tak

3rd Place
'Local'
GatherRound Games

4th Place
'Dear Archibald'
Elaine Fath
Carnegie Mellon University Center for Transformational Play

5th Place
'The Orb of Harmony'
Carter Semrad

.

  • First Place
    Open Worlds Play (USA)
    Sunny Chen

  • Second Place
    The Titli Effect (India)
    Anurati Srivastva, Sana Alimohamed, Charu Tak, Divya Tak

  • Third Place
    Local (USA)
    Gabriela Sanchez, David Li, James Shields, Olivia Marth, Neil D'Souza, June Soo Kevin Park, Martin Gruber, Tzu Hsin Huang, Max Shafer-Landau, Quang Nguyen

  • Fourth Place
    Dear Archibald (USA)
    Elaine Fath, Carnegie Mellon University Center for Transformational Play

  • Fifth Place
    Orb of Harmony (USA)
    Carter Semrad

The winning games will be published in 2024-2025. More details will be available soon.

Connectedness Games Overview
A whimsical black and white illustration of a dozen pets, only their paws and faces are showing. There is a mix of cats and dogs as well as one rabbit. A few have thought bubbles above their heads with images of a fish or dog bone. One dog has small hearts fluttering over its head. All of these small animals are standing closely to one another and looking at the viewer.

Connectedness Game Design Challenge: Overview

Gaming Against Violence™, an award-winning program from the nonprofit charity Jennifer Ann's Group®, produces prosocial games to improve the lives of young people worldwide.

The 2024 game design challenge offered a special award just for students. The Hope Givers Student Gaming Award was for a game created by a middle school or high school student.

The game design challenge theme for 2024 was connectedness.

Since 2008

This annual game design challenge has run every year since 2008. We have worked with a diverse range of game designers, developers, artists, and writers from nearly 20 countries to share these prosocial video games.

Violence prevention

Although some people associate video games with violence, we believe intentionally designed video games are the most effective and efficient way to prevent violence.

Game topics

Prosocial video games from our program address many important themes. These include: bystander awareness, consent, critical thinking, gaslighting, healthy relationships, media literacy, resilience, and teen dating violence prevention.

Gaming Against Violence

Gaming Against Violence is the award-winning program that offers this game design challenge. The program produces, publishes, researchs, and champions prosocial video games for violence prevention. It is a program developed by Jennifer Ann's Group, a 501(c)(3) public charity.

Prosocial video games

We believe video games are a great way to engage young people about important issues to help them live happier, healthier lives. This is especially true for sensitive topics. Our video games provide a private, self-paced experience for teens wanting to learn about issues like consent and healthy dating relationships.

Connecting games competition process

The contest took place in two stages. For Stage One, entrants had to submit a game pitch narrative about your connectedness game by March 17, 2024. A group of Finalists were selected based on their game pitch to participate in Stage Two. During Stage Two, Finalists designed and developed the connecting game based on their game pitch from Stage One. Our panel of expert judges then evaluated, scored, and critiqued the completed connectedness games.

Previous Winning Games
Critical thinking game: MushWhom? Educational Edition. A charming and challenging game of observation and deduction.

MushWhom?

The Educational Version of this critical thinking game offers in-game classroom resources. The game is a cute, colorful, and challenging exercise in observation and deduction skills.

ADRIFT - a consent game appropriate for all ages.

ADRIFT

This is a consent game appropriate for all ages. It takes 15-30 minutes to play this award-winning game about consent. ADRIFT was featured in an exhibit at the MOD museum in Australia!

HONEYMOON - a healthy relationship game for adolescents.

HONEYMOON

This vibrantly illustrated healthy relationship game explores the "honeymoon" phase in a first-time dating relationship. Players select their gender and also the gender of their dating partner.