About us

We bring science, gaming, and education together

Gaming and playing games, whether digital or analog, has been part of our professional lives for a long time. 

Paul Cossmer (on the left) is a trained educator (Master of Education) and has been working as a freelance educator specialized in Games since 2019. In projects such as “Demokratie Leben”, “Stärker mit Games 1&2”, “Games machen Schule”, ‘Spielemobile’ and “Projekttage Games”, he has gained a wealth of experience in helping young people use games in a self-directed and reflective manner. The focus here was on reflective processing of the young people’s living environment.

Jakob Saß (On the right) is a historian and public historian. He deals with the processing and presentation of historical events. In his dissertation, he focused on the German Armed Forces and right-wing extremism after 1945. In projects such as “Mit Games Erinnern” and “Projekttage Games”, he teaches young people about the role games play in the culture of remembrance.

Both of our founders saw a potential of games and how they can be used. Independently of each other, they wanted to start a company on the same topic: using games to impart knowledge. Found by chance, their joint journey began.

Verantwortung durch das Arbeiten mit Games

As a non-profit organization, we want to take a clear stance. We want to be transparent about what we stand for and what represents us as a company. We have noticed that many companies simply state, “We are committed to fighting racism,” but do not have a proper action plan. We want to change that in our company.

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Future proof

Games are a new model for education.

Against systemic opression

All learners should be able to learn with games.

sustainability

Those who work with technology must also use it responsibly so that future generations can also benefit from the planet.

Community

If you want to bridge the gap between gaming and education, you have to be part of these relevant communities.

reflection

We want to reflect on our actions regularly.

Public Image

Our public relations work is designed to create a community that wants to learn through games.

Future Proof

Games are an integral part of everyday school life. The JIM Study 2024 showed that 73% of young people play digital games every day or several times a week. (Medienpädagogischer Forschungsverbund Südwest u. a. 2024). So why do we think of teaching in such analog terms? As a company, we want to enable learning with games. We want to make this possible with the following steps:

Scientific

Working with innovative teaching methods means providing sound didactic and technical justification. Based on a game analysis according to the model developed by Clara Fernández-Vara in 2019, we analyze games for use in the classroom.

Overcoming technical hurdles

We are aware of the current situation regarding equipment in schools. We therefore want to ensure schools with limited or poor equipment can also use our concepts. To this end, we offer advice to schools to enable the use of games in schools.

Relevance to practice

Teaching is a collaborative experience between teachers and students. We want our teaching concepts to remain practical so that students can relate to them in their everyday lives. We also want to create guides, challenges, and game analyses to help teachers familiarize themselves with the game they want to use.

Combining fun and learning

Games are mostly intended for entertainment. By combining them with learning, we want to ensure that the fun of playing rubs off on learning and increases motivation.

Games which teach

Exclusive use of serious games leads to “compulsive gaming,” as Marc Motyka calls it. Young people have no connection to these serious games in their everyday lives. We want to work with games that are also interesting to young people and that they play outside of school.

Against systemic Opression

We want to strive for better community life. Therefore, it is important to recognize structural challenges and actively address them.

Reflection

As employees in our company, we have been socialized and raised in a system in which systematic oppression is internalized. In our corporate structure, we therefore want to reflect on our own privileges through regular feedback loops.

Incorporating various perspectives

Certain perspectives cannot be seen by reading about those affected or through empathy of those not affected. For perspectives of marginalized groups, we want to cooperate with associations and companies led by marginalized people.

Intersectional thinking

When it comes to forms of discrimination, we as a company do not want to consider a single form in isolation, but rather examine them as a whole. In doing so, we want to think intersectionally in our work.

Commitment to intersectional equality

We are committed to gender equality. This begins with language. Therefore, we will use the passive form of nouns whenever possible. If there is no passive form, we will use a colon, e.g., in the case of Schüler:innen (students).

Easily accessible services

To combat classism, we want to make our services available to everyone. To this end, we want to charge little to no admission for our services.

Sustainability

We only have one planet on which we live. That is why we want to think about our company in terms of economic, ecological, and social sustainability.

Sustainable use of technology

With our planet's finite resources, we want to make use of what has already caused CO2 emissions. When purchasing technology, we will prioritize second-hand devices and thus protect the environment. We want to make this possible either through manufacturers, third-party providers, or donations.

Reuse materials

In workshops, materials are often left behind or unused by students. We want to reuse materials which have been used, whether in recurring workshops or for research purposes.

appreciation of work

Students often feel that they are doing worthless or meaningless work. We want to reward their work alongside their learning achievements. We do this through anonymous publications in research and on our website.

Differentiation of Services

Education is for everyone. Of course, as a company, we also have to be able to cover the associated costs in order to sustain ourselves. However, we want to make our offerings available to everyone. For every workshop concept we create for a game, there is a free version available for download. Schools and teachers who are able to support us can purchase a premium version.

Community

As a bridge between the gaming industry and educational institutions, we want to create a community that is a win-win situation for everyone.

Cooperation rather than contract work

Dealing with each other as equals requires regular communication. We want to promote education and gaming together with our clients. We want to pull together.

Size doesn't matter

Whether it's AAA studios, medium-sized publishers, or one-person development teams, we want to treat everyone equally in our communications. We want to enrich education with high-quality games.

Involve the public

Our concepts are tested by our partner schools and published as test material under Creative Commons license. This allows every teacher and developer to see what we want to achieve.

Support for Indies

Indie studios are usually short on cash. We want to make it possible for small studios to cooperate with us too. To this end, we offer special conditions for indies so that their games can also promote education.

Corporate culture

We want to work transparently within the company itself. In doing so, we strive to achieve the following aspects of our work.

Transparent salary structures

We don't want to keep what others earn at Game Change Lab a secret. That's why we are transparent about our salary structures internally. Every employee can see how much everyone else earns, including management. This allows each person to make an informed decision when it comes to salary negotiations. We base our salaries on the TV-L collective agreement.

Contact everyone

We are divided into different departments within the company so that there is a clear distribution of tasks. We also know that it is not always possible to talk to everyone. It is important to us to promote an open corporate culture so that anyone can ask anyone else for help, regardless of which team they are in. Can an intern ask one of the managing directors for help and explanations? At Game Change Lab, this is possible.

10% Care Work

As a company, we want to create a working environment that values the mental health, family life, everyday routines, and self-fulfillment of our employees. 10% of paid working hours can be spent on personal projects or used to reward employees and their families for their care work.

Sick days for period cramps

As a company, we believe that you should not work if you are in physical pain. For people who suffer from period pain, additional sick days are available without a doctor's note.

Regular supervision

In order to reflect on work we do in the company and processes involved, we want to undergo regular supervision so that we can develop the best possible process for us.

Public relations

In the education sector, there is often a focus on promoting a public image that aims to appear professional. In practice, this results in lifeless platforms lacking character and community. With our public relations concept, we want to promote community:

Reduction of gatekeeping

Dealing with each other as equals requires regular communication. We want to promote education and gaming together with our clients. We want to pull together.

Explanations

Breaking down complex games is important in order to show students aspects of a game that can be used for learning.

Actual Plays - Real Playing

Most of our work involves playing and reflecting on our game. We want to engage in conversation with people about the game through parasocial relationships and community work. To this end, we want to talk to people who are not in school through parasocial relationships in order to gain different perspectives. It helps us to engage in conversation with people. The principle is: we learn from stories in games.

Discussions and panels

In addition to games, we want to promote discussion about positive value of games. Through discussions, lectures, conferences, and panels, we want to work together with business and science.