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BEYOND GREEN GAMES

Founded by French artist and game curator Isabelle Arvers and Brazilian carnival artist and filmmaker Livia Diniz, the Green Games - pedagogical kit project is a disruptive, low-tech, and creative educational proposal to raise awareness about the environment through green games. The idea is to hack video games to encourage changes in behavior towards the environment, playing games that adopt animist and native peoples' perspectives, games that address narratives related to current climate challenges. Games developed responsibly, with less technology and more diversity in aesthetics and game mechanics: less competition, more collaboration. Through interactive workshops and the development of eco-friendly games, we're empowering young people to become conscious creators within the digital space.

Educational activism

The need for educational activism in the field of environmental games is a promising way of tackling environmental issues and transforming the games landscape. As shown by initiatives such as IGDA Climate, The Green Games Summit and Playing for the Planet, the games industry is gradually recognising its responsibility in the fight against climate change and sustainable development.

However, a profound change is also needed on the consumer side. Promoting greater awareness among gamers, encouraging them to appreciate diverse aesthetics, alternative gameplay and awareness of environmental impacts, is a key challenge. Educational activism becomes an essential tool in this journey, not only to promote and distribute existing ecological games, but also to encourage the creation of new ones. In doing so, the aim is to broaden the scope of games' aesthetics and narratives, encouraging a mindset that values varied cosmogonies, relationships with the non-human and holistic connections.

What we do

Beyond Green Games is a disruptive initiative that uses video games to raise environmental awareness. By organizing workshops, training courses, and exhibitions, and by co-producing games and films, Beyond Green Games aims to turn gamers into agents of change. 

  • Raise Environmental Awareness: Create and curate video games that address environmental themes, immersing players in real-world challenges and solutions.

  • Educate and Empower: Offer workshops, training programs, and lab immersions to game developers, educators, and community leaders, equipping them with the tools to create impactful environmental games.

  • Engage Communities: Partner with local organizations and community groups to co-produce games and initiatives that address specific environmental concerns in their region.

Experiments

Marseille, France 
Presentation of the Kit Pédagogique des Jeux Verts to students at the Lycée Saint-Exupéry in Marseille 15e. The project includes the use of 10 Green video games, i.e. games that take the point of view of trees, forests and rivers, as well as animist and environmental points of view. The Green Games educational kit also includes various activities such as augmented walks using visual sound recordings and 3D scans, as well as macro images.These walks serve as inspiration for the design of environmental films using Green video games. In 2024 and 2025, Isabelle Arvers is working alongside Alexandre Colin on a project with 14 art, cinema and NIS students.
Video : https://youtu.be/o5w8WodDnRs?si=KDaHxmQpsQgajeQG
 
Rio de Janeiro, Brazil
The “IMERSÃO ECOJOGOS, para além dos videogames, brincando de sonhar”  happened from 9 to 17 December 2024 at Futures, Art and Technology, in the garden of the Museum of the Republic and at Fabulosa Lab with around 40 children, teenagers and families along with, gamers, artists and educators. Its  methodology included an Augmented Wak, a lab for Machinima cocreations and an event we called “green games in oniricosymbiotic hackings”. A machinima artwork called SincronismoS was made and JoãoV, the first Beyond Green Games multiplier has been onboarded into the adventure. 
Giff making of
Youtube link SincronismoS
Testimonies video JoãoV
Ask Martha, Gabeira, Floriano, Futuro’s team, Caro, Sara, Morrinho
 
Photo gallery

Artworks

Dissemination

GAIA

  • Video

  • Photo event

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Dundee University

  • Photo

  • Text

  • link

Videojogos Instituto Politécnico de Leiria

  • Text published

  • Poster communication

 

INBA Tetouan

  • Photo

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Players

Isabelle Arvers and Livia Diniz met in 2021 and imagined how to cross their practices between video games, educational experiments, and co-creating projects with communities. 

In 2022, they created Um Raio to reboot the system, a radio tale co-written with an AI for ISEA (International Symposium of Electronic Arts) in Barcelona, and are laureates of the Trees+Algorythms+Humans Anaïs Berck Residency in Brussels. With their FaFractalsfromFuture game, they have designed the Green Games Teaching Kit and questioned the FA to find out about its future. A Vaudoo priest in Lomé, Togo, tells them that they are reincarnations of the future and that this project will take ten years to complete in different parts of the world. 

In 2023, Livia Diniz accompanied Isabelle Arvers in the editing and translation of her thesis on the Decolonization of art and video games in Sinai, Egypt. It was there that they imagined the Ten-Year Plan, in June 2023, on Mount Moses in Sinai, inspired by the ancient divinatory art Ilm el Raml: the Science of Sand. This ten-year plan, retroactive from 2032 to 2023, includes the various stages of implementation of the Green Games Teaching Kit. 

In the same year, Livia and Isabelle traveled to Martinique for a TechnOrishas residency and created, with other Caribbean and Brazilian artists and practitioners, the work eFA, exhibited in Aux Futurs ancestraux, at Espace Gantner in France and Somerset House in London dan.
They co-directed the short documentary La Puissance des arbres, based on interviews with artists and practitioners initiated into the powers of trees in Sub-Saharan Africa.
In February 2024, Isabelle Arvers joined Livia Diniz in Sao Paulo and Rio to work out partnerships and collaborations with Brazilian actors and structures, in order to develop the Educational Kit project in Brazil.


Kareron

organização sem fins lucrativos criada em 2014 para a promoção, difusão, produção e comunicação de projetos artísticos e educacionais (oficinas, obras de arte, exposições) nos campos da arte, criação digital e videogames.
 
Parque de Invenções
rede de aprendizagem internacional onde crianças, adolescentes e artistas colaboram e se expressam por meio de experimentos artísticos, sociais e científicos. Em parceria com organizações locais, laboratórios criativos e imersões reutiliza resíduos e arquivos digitais na cocriação de sistemas interativos, carnavais, fantasias, criaturas mecânicas, instrumentos musicais, estruturas infláveis e espaços para brincar. Esses artefatos são usados para remixar realidades, expandir repertórios, expressar e ensaiar futuros desejáveis.

 
Partners
Governmental Support France
 
Região Sul e Department 13 
apoio financeiro para compra de equipamentos e prototipagem do projeto piloto em Marseille
 
Consulado da França no Rio de Janeiro  
apoio financeiro para mobilidade internacional e conexão com parcerias locais
 
Governmental Support  Brazil
 
Ministério do Meio Ambiente com a Secretaria Nacional de Biodiversidade, Florestas e Direito Animais e Programa Nacional de Educação Ambiental
parceria em desenvolvimento para chancela e inclusão do projeto no planejamento de politicas públicas, incluindo assistência técnica e financeira para prototipagem e replicação do projeto em programas como o Escola em Tempo Integral

 
Green Games Immersion 2024 

Fabulosa Lab 
parcerias e espaço para prototipagem e fabricação digital
comunidade maker fundada em 2014 no Rio de Janeiro, para criação de projetos, conteúdos e experiências unindo arte, corpo, tecnologia e movimentos. Seu lab fica no Catete e é um espaço maker autônomo, filiado à Rede Fab Lab cuja estrutura multiuso proporciona um ambiente acolhedor para receber cursos, oficinas, workshops, ateliê para residências artísticas, imersões e celebrações. FARO/Fluxonomia Aplicada ao Redesenho Organizacional (metodologia para desenho, monitoramento e avaliação do projeto


Instituto Oi Futuro 
Futuros - Arte e Tecnologia
metodologias e espaços para o desenvolvimento do projeto  
espaço de convergência entre arte, ciência e tecnologia; organiza mostras itinerantes que valorizam a diversidade de expressões e linguagens artísticas, priorizando o diálogo entre humano, tecnologia, memória e cultura, e desenvolve um Programa Educativo com foco em escolas públicas. O prédio do centro cultural também abriga o Museu das Comunicações e Humanidades - Musehum, com experiências imersivas e acervo permanente.

 
NAVE - Núcleo Avançado em Educação
desenvolvimento do projeto, participação estudantes game design, presença equipe
programa desenvolvido pelo Oi Futuro em parceria com as secretarias estaduais de educação do Rio de Janeiro e de Pernambuco, que oferece Ensino Médio integrado à educação profissional e tecnológica, formando jovens para as economias digital e criativa, e junto a parcerias estratégicas, atua na capacitação de educadores das redes públicas de todo o país. 

 

© 2024 by Beyond Green Games

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