2.1  Ti-Games Project as Activity of 
Introduction to Application of 
Games in the School Environment 
“Purposeful  play  builds  self-confidence  and  real-
world  problem-solving  skills.”  -  Jane  McGonigal 
(SuperBetter: A Revolutionary Approach  to Getting 
Stronger,  Happier,  Braver  and  More  Resilient--
Powered by the Science of Games) 
 
The  goals  of  the  inter  school  tournament 
comprehend  the  stimuli  to  sociability  between 
students  through  a  democratic  and  inclusive 
experience. This starts with the legitimacy of games 
by schools and within schools, earning its space for 
an official activity within school boundaries and with 
the  support  of  school  faculty.  The  tournament  was 
designed  for  a  friendly  competition  that  values 
process and collaboration and with no monetary gains 
or ranking of skills. 
In  its  first  phase,  the  tournament  works  within 
each school, with internal activities to select students 
with greater affinity to games.  
In the first day of actions, the principal and faculty 
interested (a decision made by each institution) listen 
to  a  brief  talk  about  games  and  some  scientifically 
proven benefits of playing, as well as a brief summary 
of the industry and its economic relevance. The goal 
is  to  open  a  discussion  focused  on  stamping  out 
common  misconception  about  games  and  through 
this,  bring  this  generation  of  “digital  immigrants” 
closer  to  their  students,  who  are  “digital  natives” 
(Mark Prensky, 2001). 
Soon  after  the  faculty  centered  talk  and 
discussion, the students partaking in the tournament 
are assembled for a talk about the game industry and 
its  career  possibilities;  however  the  main  focus  is 
game development. There are other activities ranging 
from workshops to game tournaments and while these 
involve the faculty, they are all focused on attending 
students. 
Since  most  public  schools  have  only  basic 
infrastructure,  all  necessary  materials  were  brought 
for the days which these actions were held. 
Each  of  the  fifty  schools  received  the  project 
twice, meaning two days of several activities, one of 
which  established a school  team. These  teams were 
made  by  the  students  with  the highest  score  on  the 
internal activities. The first phase is expected to end 
at the same time for all fifty institutions participating 
in  the  project,  this  way  there  is  no  extensive  time 
lapse between activities for one or more institutions. 
Schools can  train or  not  while they wait  for  the 
second  phase.  It  is  ideal  that  they  create  their  own 
internal  activities  centered  on  the  tournament,  in 
order  to  fulfill  one  of  the  project’s  goals,  which  is 
institutionalizing  games  in  schools,  going  beyond 
access and actually supporting this hobby.  
This  school  versus  school  phase  requires 
institutions to compete against each other in similar 
fashion as students did within each school, in order to 
create  a  team.  Not  only  is  the  format  similar  so 
students and teachers are already familiarized with it, 
but there are other mechanics outside matches to give 
each school extra chances. All schools can participate 
in up to five bouts. No institution is penalized for not 
showing  up, nor do  we remove merit  for  those  that 
manage to show up on all events. The way the team 
divides themselves for each round is up to them and 
if a team member cannot get in, any student from that 
school can replace him. The team is a formality only 
for  the  most  part,  an  indication  of  achievement  by 
those 5 students. While they do have priority for the 
second phase, there is no elimination for not showing 
up. 
The  point  system  used  was  solely  meant  to 
register the effort of each school community. There is 
no way to gain massive  advantage. Most points are 
rewarding for showing up to each event and there is a 
progressive decrease and in the amount earned. Points 
earned for winning events serve only as a tie breaker 
for classifying for the semi-finals. 
Semi-finals and finals happen in one single event 
and  in  classic  key  format  (Swiss).  Since  the  whole 
project  is  about  effort  and  school  mobilization 
through  games,  this  more  competitive  part  is  only 
done as a symbolic event and extending it would go 
against  core  values  of  the  tournament.  Unlike  most 
game  tournaments,  the  project  is  not  interested  in 
ranking or reinforcing loss of defeat. For this reason 
the prize awarded is the same for the first and second 
placed  teams.  Furthermore,  the  prize  is  a  gaming 
room for each school.  Students  that  represented the 
winning team get their name on metal plaques to go 
with the equipment and structure for each school. All 
semi  final  participants  get  unique  shirts  and 
certificates,  the  same  goes  for  all  faculties 
accompanying them, as to value the moment and their 
feat. 
2.2  Analyses of Initial Survey after 
First Contact with the Project 
One of the main goals of the project was to provoke a 
paradigm shift in the way schools and faculty face the 
relationship  between  newer  generations,  technology 
and digital entertainment; for this is fundamental do 
any pedagogical implementation of games.