education  2.0 Beta

"Ins Nachbarhaus", 1940

Paul Klee

"Hello, my name is Evita I am 55 years old and I am a gaming addict.
It all started when my dear friend Simon Ho offered my husband Thomas and me to create visuals for a Concert dedicated to Paul Klee’s work.
At the same time we were exploring the visual possibilities for the task, I got an infomercial, a game engine to download and use for free.
Soon it became obvious how many possibilities are opening introducing artists works and ideas into games and the two tasks became one.

The task now was to populate the gaming world with higher aesthetics and ideals.
And you wouldn’t have to hear in the near future from younger generations “Paul Klee? Who is that?”

I started to research and play existing games to find out what is missing.

The results yelled:
-horrible 2D graphics with a few exceptions, one being a Danish company that has created Limbo and Inside.

-Violent Content, as we already know.

So Artists Worlds would benefit the industry and the people, I concluded.

But then, playing systematically 2 games, I came to realise that in the last years the billing policy has become so aggressive and you need monthly a lot of money to continue playing and be competitive in the game. Or you get bombardised with videos to watch and earn game currency.

6 months later, I totally have to disagree with the experts that distinguish the gaming from the gambling addiction. So I do declare, as an adult victim of gaming addiction “It is serious!”. Especially since the games have so many rewards that real life or education lack.

You can easily spend from 6 to 12 hours per day, don’t feel like socialising, working or studying, you are hooked and enjoy the game and you try desperately to get to the next level or buy your next iTunes card."

Education  2.0 Beta




During the research for the realisation of this project we had to get up to date and explore what the gaming industry has to offer. Some of these products are so well crafted and clearly designed to create addiction. After experiencing what it means to be Gaming Addict, we are presenting our solution.
We see in gaming addiction a driving force behind learning, that needs to be guided. 
We treat it as "potential" and not as mental illness. Instead of a call to parents or gaming companies to play the role of "policemen" and apply restrictions on daily gaming time, we would rather address directly our educational institutions to revise our schooling system and the way we learn.



How can you treat addiction? We believe, by redirecting the energy to something productive that brings people a step further in life.

How can you balance gaming addiction in teenagers? Is making the games better, more noble, the solution?
What about, making the education as interesting?

Using the same studies that introduced tricks and rewards for games, uniting the two, education and gaming, teachers, students and game designers come together and we all play learning. Each one can learn alone or in teams depending on the game, level or learning task. When together in our physical spaces, the schools, we can share quality time based on "togetherness" discussing or complementing with action what we learned by playing.

History in 3d worlds, Physics, Math, Biology, Languages, Geography, all everyday lessons can be developed as levels to be played together and being exciting. Let us start by gathering and optimising all the efforts that have been already made to promote educational games. This way education is always available to all people.

What else they have in common, education and games? You learn or train skills and you become always better, that’s what keeps you hooked.

If teenagers were addicted to school classes would we even talk about addiction? Was ever the best pupil at school diagnosed with a mental disorder for spending too much time studying?

Looking at the success the gaming industry has achieved why not use it immediately to make our educational system more effective and more exciting?

The experts on gaming addiction say:
“Every success in the gaming world isn’t real, it’s only imaginary in a virtual world.”

We at PlayandVision say:
Make the success in gaming world real.
Turn our knowledge into exciting games.
Treat them as masterpieces of art.
Dress them up with our art history inheritance.
Make us want to learn playing. 



We believe this proposal addresses today's challenges in updating our educational system such as:

Promote the potential of all children
Promote individual learning paths
Think education from the child's perspective
Challenge children and young people in their learning
Encourage, promote creativity and curiosity
Involve children, teenagers and parents
Create freedom and create social experiences 

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