Step into the world of Wonder: envisioning an impact-driven game studio

Annastiina Salminen
5 min readOct 7, 2020

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Today we’re launching a new game studio called Wondershop — a studio that builds on the life-changing potential and the sense of meaning, achievement and belonging that games at best can offer. A studio to reimagine the societal role of games.

Wondershop is continuation of the great work that We Foundation (Me-säätiö) has done since 2015 to tackle the pressing issue of social exclusion among kids and youth. Wondershop and We Foundation share the same mission and together, they form a unique hybrid of a game studio and non-profit — a business for a cause whose profits will be used to support communities and activities that promote social inclusion among those who need it the most.

So, what have we been building and where are we heading next?

Leveling up on community

Last spring the team began working on opening a low-threshold, free-of-charge community house for kids and their families in a small suburb of Eastern Helsinki. We wanted to create a welcoming, inspiring and educational space, targeting especially those who are at risk of social exclusion due to their social or financial background, and to support the build-up of a local, supportive and vibrant community.

With Meltsi, we set our bar high. We wanted to make sure that the actions we were taking created impact, and that we would be able to measure it. Equally importantly, we wanted the children to commit to coming to the house instead of spending time alone or, in the worst-case scenario, in the wrong company.

To solve these challenges, we first got the idea of a wristband — we needed something that would let us get to know our visitors, what type of activities they liked doing at the house and how often they visited. Something that was accessible, even to those without a smartphone. We wanted to create something the kids could wear to indicate that they are a part of a bigger community, that they would be proud to carry, and that would remind them of a place they feel welcome to and where they could belong

The idea began to develop. What if the house wasn’t just a physical building, but a mystical real-world portal to hidden realms, secret quests and exciting characters — a gamified experience the kids could access via the wristband? Could we bring the sense of meaning, achievement and belonging that repeatedly draws gamers into digital realities into the real world? Could we create a game that goes above and beyond entertainment and has a real and measurable positive impact on kids’ lives?

Trust in the unique promise of games

Now of course, we didn’t just stumble on games on a whim. Research on the use of digital games in supporting social inclusion is a relatively new field but the results have been promising. According to the European Commission, digital games-based approaches provide adaptable, motivating and engaging techniques that can be used to empower kids, teenagers, adults or even entire communities. And we’re not talking traditional edutainment here — the report refers to meaningful play, both entertaining and informative experiences that aim to strengthen the players’ problem-solving skills, collaboration, self-efficacy and resilience. Meaningful play acknowledges the potential that even more mainstream video games can have in supporting learning outcomes. In other words, it explains why games like Assassin’s Creed Odyssey are likely better tutors in Greek history than ed tech games will ever be.

We want to use this unique promise of games to promote social inclusion. Although the reasons behind social exclusion vary and a one-size-fits-all solution doesn’t exist, the common denominator among those at risk is the shared experience that society doesn’t have anything to offer. Due to previous experiences of being disregarded or shunned from civic participation, it is tempting to unsubscribe from society and opt to remain on the sidelines.

We recognize that games are a powerful tool to promote learning in a way that the real world struggles to. Games offer a way to experiment within safe simulations of reality: to practice, replay and practice even more, to test skills and knowledge through trial and error. The experiences of being in control, challenges that are just at the right level of difficulty, and the sense of achievement are intrinsically motivating and empowering. In-game collaboration and formation of groups or larger communities with a shared mission support the players’ sense of belonging and self-worth. In games, everyone — regardless of who they are and where they come from — can be the Hero, or help others to become one.

A community game that bends the boundaries of reality

The protoype version of our first game project, “Wonderworld”, is being developed and tested at the community house Meltsi. The game is designed by our diverse team with combined expertise from game design and social sciences to encourage social playing, exploring physical surroundings and collaborating with others in the community. The gaming experience is designed to be engaging and motivating by giving fun and imaginative rewards when kids succeed or exceed themselves, and Wonderworld also supports grit and persistence by rewarding kids when they are able to commit to a task for a longer period.

Wonderworld is a community game in a category of its own: one that combines the digital realm with the physical world. The players enter a physical gaming hub — the first one being our very own Meltsi — and activate the game with their wristband. Entering Wonderworld via a large screen on the wall, the kids meet characters called Starbies who have landed on a strange planet and who will need some help in solving tasks, gathering resources and building a spaceship so that they can start to explore the planets nearby. The planet is a digital representation of the physical house, and the tasks and longer quests require interacting with the house and its surroundings and teaming up with other players both on the planet and in real life.

Wondershop has been built on the belief that games are not only played on PC, mobile or console. And they are not always played on physical boards or cards, either. They are spaces, events, adventures, and friendships that transcend physical and societal boundaries. In a few years’ time, we hope to see kids who feel lonely or excluded find groups they feel they belong to, teenagers find purpose and confidence in their future, and families spend more time together in Wonderworld — and beyond.

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