Games for a Better World: How Gamescom 2025 Highlighted Titles That Promote Democracy

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In the vibrant, often chaotic world of video games, entertainment is the primary goal, but sometimes, a game can be so much more. This year’s Gamescom congress, a key part of the massive annual event in Cologne, Germany, made a powerful statement by dedicating a significant portion of its programming to “Gaming and Responsibility.” A central theme was how games can be used as a force for good, specifically to promote democratic values, fight disinformation, and foster social cohesion. While the main stage of Opening Night Live was packed with blockbuster announcements, the congress shined a light on three specific titles that are using the unique power of interactive media to tackle some of the most pressing issues of our time.

This article dives into these three highlighted games, exploring how they are moving beyond simple entertainment to become powerful tools for education, empathy, and social change. These are not just fun experiences; they are profound, interactive lessons in what it means to be a global citizen.

1. ‘Who is Bilal?’: A Game Against Radicalization

One of the most talked-about presentations at the congress was a panel dedicated to “Who is Bilal?”, a new game developed by Paintbucket Games on behalf of the state government of North Rhine-Westphalia. The game is a serious, narrative-driven experience that aims to shed light on how individuals, particularly young people, are radicalized and drawn into extremist ideologies. The developers described it not as a simple point-and-click adventure, but as a thought-provoking, interactive story where players must navigate the complexities of digital disinformation and social pressure.

The game’s premise is a powerful one: players are tasked with unraveling the story of a young person named Bilal, whose life has been consumed by extremist propaganda. Through a series of choices, players are forced to confront the subtle, insidious ways in which misinformation spreads and how online radicalization can destroy lives. This is a game that is not afraid to tackle a sensitive and important topic. By immersing players in a realistic, non-violent narrative, “Who is Bilal?” aims to provide a safe space for people to understand the mechanics of radicalization and, in doing so, arm them with the tools to identify and prevent it in the real world. This is a perfect example of a “serious game”—a title designed for a primary purpose other than pure entertainment—and its presence at Gamescom signals a growing trend of developers using their craft for social good.

2. ‘Take Us North’: Humanizing the Migration Crisis

Another powerful title highlighted during the congress was “Take Us North,” a narrative-driven game developed by Anima Interactive. Creative Director Karla Reyes provided a moving and insightful talk on how the game was designed to foster empathy and understanding for those affected by the global migration and asylum crisis. The game places players in the shoes of migrants, forcing them to make difficult choices and face the harsh realities of a perilous journey. The game’s narrative is a deep, immersive experience that is based on authentic stories and real-world struggles.

Unlike many games that deal with similar themes in a detached or sensationalized way, “Take Us North” is a quiet, reflective, and deeply human experience. The gameplay is focused on resource management, moral dilemmas, and the bonds between characters. By allowing players to directly experience the challenges of the migration journey, the game transcends political rhetoric and allows for a genuine, emotional connection. It’s a game that promotes democracy by fostering a sense of shared humanity and by encouraging players to think critically about complex global issues. It shows that video games are a powerful medium for storytelling and a vital tool for bridging the gap between fiction and reality.

3. ‘Meister Cody’: Gamifying Digital Literacy and Learning

While the first two games were focused on heavy, political topics, the third title, “Meister Cody,” was a shining example of how games can promote democratic values in a different, more fundamental way: through education. “Meister Cody” is an online learning game for children that uses gamification to teach crucial skills in a fun and engaging way. The game was highlighted as a best-practice example of how playful formats can be systematically integrated into schools and classrooms. The panel discussion, which included representatives from the Ministry of Schools and Education of North Rhine-Westphalia, emphasized the importance of using games to strengthen democratic skills and promote media literacy in an increasingly digitalized world.

In a society where disinformation spreads rapidly online, teaching children how to think critically and how to navigate digital spaces is more important than ever. “Meister Cody” tackles this challenge head-on by turning the learning process into an adventure. The game rewards curiosity, problem-solving, and a systematic approach to learning. By promoting these skills at a young age, the game is, in essence, promoting the core values of democracy: an informed, engaged, and critical-thinking citizenry. It’s a game that proves that learning doesn’t have to be a chore and that educational gaming can be a powerful force for social progress.

The presence of these three games at Gamescom is a clear signal that the gaming industry is maturing. It’s a testament to the fact that games can be more than just escapism; they can be a platform for meaningful conversation, a tool for social change, and a catalyst for building a better, more democratic world. These are the titles that will shape the next generation of players and, perhaps, the world itself.

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