shall describe events that were focused on involving
the whole school community.
In short, the project started with game centered
activities in all fifty schools of the city, offering talks
about the game industry and its professions,
workshops of game design and design thinking with
games, as well as a smaller tournament within each
school, to establish a school team for the second
phase of Ti-Games. These activities took place in
each school and were limited to fifty students, gamers
between the ages of 12 and 18. There was no limit of
participation for the faculty focused activities,
however, at least one school director was required to
be present, this legitimized the participation of the
school, as it signaled to its community that school
direction was onboard, this had positive effects as the
research will demonstrate. All schools received the
exact same activities and for the same number of
students, however, schools were encouraged to
organize their own game centered events, such as
team practice for the tournament, while waiting for
Ti-Games second phase. While this research did not
record such events, these were incentivized by the
project organization, as it was aligned with Ti-Games
goal of legitimizing games in school and stimulating
game culture.
When all fifty schools had received their Ti-
Games activities and consequently formed a school
team, the project advanced to the second phase, a
school versus school game tournament. On this phase,
schools had to participate with their teams on a
minimum of rounds to accumulate points and advance
towards the semifinals. These rounds were events
hosted after school hours, by schools that offered to
host, as well as some that were hosted in public
gymnasiums.
While not disclosed to students, points were
mainly awarded for collective effort made by each
school community, such as, being present in all
rounds, cheering for their team, helping other school
teams reach their designated rounds and online
support on social media; points for winning the game
contest on each round were only relevant as a
criterion for tiebreaking.
Over the first phase of Ti-Games, 2500 students
participated in the activities held within each of the
fifty schools of the city, out of which, ten students per
school managed to form the school team for the
second phase of the project. Any student of the school
could substitute for the school team, so having an
official team formed by ten students, was a mere
formality to bolster the moral of those students who
were more engaged in the first phase.
Since, mastery of specific games was not the
intention of the project, the tournament had a unique
format, with games not being announced until the day
of each round and with the organization behind the
tournament, reserving the rights of changing game
titles mid rounds, in case students had previously
played them. Every round, three games were
announced from amongst a pool of preselected
games, all of which were age and school appropriate
and were curated with the project’s goals in mind,
teams had to play all three games and for the same
number of times.
Teams that managed to win more matches in each
round, were awarded slightly more points, this
however, was not disclosed for students as not to deter
their personal efforts.
During this phase of the Ti-Games project, many
rounds were offered for schools to accommodate their
calendar and avoid eliminating teams due to being
unable to participate on a specific day. For safety
reasons, only schools that confirmed attendance
could participate on these events, since most were
held within school grounds, however, there were
three open to public events, held in public
gymnasiums, that had different themes but were all
centered on further school community involvement,
these shall be described later.
Participation and attendance rewarded more
points than winning each round and to further
accommodate schools, teams could call in any student
at the school as a reserve in case the official team
could not attend. This rule also intended on including
all students on the responsibility of attending events
and eliminating any possible blaming. Parents were
asked by schools to take turns in taking teams to these
events, but many schoolteachers also took up the task
voluntarily and outside work hours, something that
was unexpected.
Aside semifinals and finals, there were three other
open to public events, all designed to involve those
beyond direct participation. Attending these events as
a school awarded extra points, but again, there were
no punitive measures incase teams could not
participate, especially since they were held during
weekends. One such event, was completely centered
on activities for student’s families, with workshops
and tournaments focused on parents and students.
The goal of these events was to allow involvement
and support of those close to students participating of
Ti-Games, such as neighbours, older brothers,
parents, and family friends. All three events had a
surprisingly high participation of family and friends
outside of school direct relations, however, this was
only observed and not measured quantitatively, as to
avoid any discomfort by those attending. The number