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The media literacy video game Culture Overlord is available to download or to play in your web browser.
About Culture Overlord
Culture Overlord is a prosocial video game developed by Lucas Vially. Culture Overlord was intentionally designed to engage & educate young people about media literacy. The game is presented by the Gaming Against Violence program and produced by the nonprofit charity Jennifer Ann's Group.
★ Featured, Media Literacy Week, Media Smarts
★ Finalist, Games for Change Awards: Best Learning Game
★ Finalist, James Paul Gee Learning Games Award
★ Winner, Life.Love. Game Design Challenge: Culture
This trauma-informed video game explores the impacts that media and culture have on the attitudes and beliefs of adolescents about dating and gender norms. See below for information and resources about Media Literacy and Healthy Dating Relationships.
Artist Statement
"Making a game is quite a challenge. Making a game to adequately teach something is even more difficult. The topic of culture and its influence on our daily lives is complex and important. I hope my game manages to effectively introduce players to the subject."
- Lucas Vially, Creator of Culture Overlord
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Social Connectedness Video Games
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Critical Thinking Video Games
The game theme for the 16th Annual Life.Love. Game Design Challenge was critical thinking. Visit CriticalThinker.games to learn more about critical thinking and the winning critical thinking games.
Critical Thinking Video Games
Resilience Video Games
The game theme for the 15th Annual Life.Love. Game Design Challenge was resilience. Four award-winning resilience games are now available to play in your browser: New Sun, One New Message, Unearth, and What's Next?!?. We still have one more resilience game to publish.
An important goal of Culture Overlord is to provide a free media literacy video game for young people. By doing so, our intention is to encourage players, especially young people, to consider the impact of movies, books, songs, games, websites, and more. More specifically, what attitudes and beliefs are they acquiring from popular media? In their Parent's Guide to Media Literacy The National Association for Media Literacy Education (NAMLE) asks parents "where do children get their beliefs?" and "what messages are they receiving?"[1]
Similarly, the Center for Media Literacy (CML) conducts research to study how media impacts students in the areas of "violence, nutrition, body image, and sexuality."[2] Media Smarts in Canada encourages educators to engage students about media in the classroom in order to "become active, enaged media consumers" and that the need for this media literacy education "needs to start at the very early stages of learning."[3]
According to common sense media [4], encouraging early education in media literacy is intended to help young people:
- learn to think critically
- become a smart consumer of products and information
- recognize point of view
- create media responsibly
- identify the role of media in our culture
- understand the author's goal
Media literacy is usually not taught in classrooms.
According to Media Literacy now, fewer than one-third of states include media literacy in their education standards.[6] Further, the media literacy curricula include for-profit corporations that don't sufficiently consider the roles played by "power dynamics, profit motives, or their own internal beliefs and biases."[7]
This is one reason we are sharing this award-winning media literacy video game with schools, parents, and young people. If schools are not able to take advantage of our free media literacy resource, we hope parents will use this free media literacy game themselves to engage their children. And, if neither their schools or parents are talking with a student about media literacy, we hope that young people will play Culture Overlord themselves. This is why this game is completely free: we want teens to benefit from the game without needing to worry about the cost.
Select Media Literacy Resources
Healthy Dating Relationships
The primary goal of Culture Overlord is to prevent abusive dating relationships, more specifically, teen dating violence. One way of accomplishing this is through the promotion of healthy dating relationship ideals and attitudes for adolescents. Encouraging media literacy through this video game is important to help us achieve this goal. This is true, in part, because young people's attitudes and beliefs regarding healthy relationships and gender norms are heavily informed by the media to which they are exposed.
The Making Caring Common project's report The Talk: How Adults Can Promote Young People's Healthy Relationships and Prevent Misogyny and Sexual Harassment reveals that young people are tired of the media's overhyped focus on "hooking up" and would prefer to instead learn from their parents and their schools about healthy relationships. Some of the key findings from their report:
- ► 70% of the 18 to 25-year-olds surveyed would have liked more information from their parents about emotional aspects of romantic relationships
- ► 65% of those surveyed would have liked more guidance at school about emotional aspects of romantic relationships
- ► 76% of respondents never had a conversation with their parents about how to avoid sexually harassing others
- ► 32% of male and 22% of female respondents thought men should be dominant in romantic relationships
- ► 14% of males and 10% of females thought women should be dominant in romantic relationships
- ► 57% of responsdents never spoke with their parents about the “importance of not having sex with someone who is too intoxicated or impaired to make a decision about sex”
Jennifer Ann's Group, a nonprofit charity focused on teen dating violence prevention, leverages the power of prosocial video games to engage, educate, and empower young people about healthy relationships and related topics. Through Gaming Against Violence, they have been producing, publishing, and researching video games intentionally designed to assist adolescents since 2008. These video games address a variety of topics, to include consent, healthy relationships, teen dating violence, and protective factors for violence prevention.
Healthy Dating Relationship Resources
Culture Overlord
Game Credits
Game Design
Lucas Vially
Art and Programming
Lucas Vially
Producer
Jennifer Ann's Group
Advisory Board
Katherine Brehm, Ph.D. - Clinical Psychologist
Myrna Deckert, Paso Del Norte Health Foundation
Elizabeth L. Richeson, Ph.D., MS PsyPharm - Clinical Psychologist
Paul Richeson, LCSW - Marriage and Family Counselor
Blake Riddell, Psy.D. - Clinical Psychologist
Game Reviewers
Leigh Alexander
Harley Baldwin
Maria Burns Ortiz
Simon Carless
Brian Crecente
Drew Crecente, JD
Sabrina Culyba
Dr. Pat DeLeon
Mark DeLoura
Dr. Ruud Jacobs
Keen Seong Liew
Stephanie Mathes
Dr. Brooke Morrill
Dr. Elizabeth L. Richeson
Jo Sharpen
Peter Willington
Testing & Diverse Help
Vincent Vially
Noé Sultani
Péter György Szabó
Mil Beges
Sandro Ferrand
Stephanie Mathes
Game Soundtrack
f-r-a-g-i-l-e
Kevin Mac Leod
Monplaisir
Komiku
JNGS
axtoncrolley
andrewkn
Sponsors
The Estate of Dr. Angela E. Ladogana
Dr. David Wilbanks
Carefree Homes
Drew Crecente
Freeport McMoRan
Helen of Troy
Industrial Realty Group
Dr. Elizabeth L. Richeson
Paul Richeson
Schell Games
Stanlee & Jerry Rubin
Verlander Enterprises, Inc.
WestStar Bank
Dr. Katherine and Russell Brehm
Judge Linda Chew
Fox Auto Team
Tomas G. Marino, DMD
Peak Behavioral Health Services
Dr. Cynthia Rivera
Tropicana Homes
Other Prosocial Video Games Produced by Jennifer Ann's Group
(many of our recent games can be found at jag.itch.io)
Available now:
Limited availability or still to come:
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All Around Us (Culture) Developed by Sam Schneider (USA)
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Break Free (Teen Dating Violence) Developed by Anindya Mathur (India)
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CSPS (Consent) Developed by Berkley Staite (USA)
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Citizen Witch (Bystander Awareness) Developed by Lucas Vially (France)
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Courage in Silent Places (Culture) Developed by Naomi Norbez (USA)
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Dating Dangers 1.0 (Teen Dating Violence)
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A Decision of Paramount Importance (Teen Dating Violence) Developed by Thomas Liu (USA)
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Destination: Love (Teen Dating Violence) Developed by Toronja Concepts (Mexico)
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Escape Your Boyfriend's room (Teen Dating Violence) Developed by Goyco Design Games (USA)
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Finding Jane (Teen Dating Violence) Developed by Another Kind (Belgium)
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Heart's Keep (Teen Dating Violence) Developed by Ben Pence (USA)
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Incoming Messages (Culture) Developed by Isaac Wirth (USA)
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Janie's Sketchbook (Teen Dating Violence) Developed by GPTouch (Thailand)
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Jellia's Friends (Teen Dating Violence) Developed by Batty Media (USA)
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Knowledge can be your bulletproof vest (Teen Dating Violence) Developed by Another Kind (Belgium)
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Last Shred of Reality (Gaslighting) Developed by Another Kind (Belgium)
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Let's Do It (Culture) Developed by Justin Van (USA)
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Moving On (Teen Dating Violence) Developed by Gamers of Action (USA)
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Power and Control (Teen Dating Violence) Developed by Jared Sain (USA)
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P.S. Be Brave (Teen Dating Violence) Developed by 99UNO (Argentina)
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Scare Me Away (Teen Dating Violence) Developed by Brian Crick (USA)
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A Thousand Cuts (Consent | Culture) Developed by Elizabeth Ballou (USA)
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Untitled (2009) (Teen Dating Violence) Developed by Jared Sain (USA)
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Valentine's Day (Culture) Developed by Jess Erion (USA)
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A Walk in the Park (Teen Dating Violence) Developed by Jared Sain (USA)
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Would You Like Some Cake? (Consent) Developed by Kevin Chao (USA)
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Your Face (Teen Dating Violence) Developed by Momoexe (USA)
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Your Space (Teen Dating Violence) Developed by Paul McGee, Sam Gross, Lyndsey Moulds, Ross McWilliam, kayfaraday (Ireland)
Teen Dating Violence Prevention Resources
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(CC BY-ND 4.0) Game licensed under a Creative Commons BY-ND 4.0 International License. | Website design is © HTML5 UP
Jennifer Ann's Group® & Gaming Against Violence® are marks of The Jennifer Ann Crecente Memorial Group, Inc., a 501(c)3 non-profit.