

FROM GAME PLAYING
TO PLAYFUL COCREATION
It’s not about consuming digital worlds. We gather to rebuild them, to observe, choose and change.

DISRUPTIVE
MULTIDISCIPLINARY
EXPERIENCE
Augmented Walks to shift mindsets and digital perceptions, observe and engage in multispecies relations

INTERDEPENDENCE PERCEPTIONS & ACTIONS
37 million tonnes of CO2 are generated by the AAA gaming industry per year and 78.6% of players report sustainable real-world behavioral changes after playing green games. BGG methodology redirects youth screen time toward eco-responsible digital literacy with alternative game design to transform passive consumers into active, conscious creators.

TECHNOLOGIES AND EMPATHY FOR LIFE
Technologies of Reciprocity.
open-source workflow
replicability, adaptable, scalable practices.

BEYOND GREEN GAMES
The Beyond Green Games Immersion is a creative educational idea to raise awareness about the environment through green games. Conceived in 2023 by French artist and game curator Isabelle Arvers—following her research tour across 18 countries in the Souths—and Brazilian carnival artist and filmmaker Livia Diniz, known for her experimental and playful pedagogies, Beyond Green Games Immersion uses independent eco-games to engage young people with the climate impact of digital entertainment. The idea is to hack video games to encourage changes in behavior towards the environment, playing games that adopt animist and native peoples' perspectives, games that address narratives related to current climate challenges. Games developed responsibly, with less technology and more diversity in aesthetics and game mechanics: less competition, more ccopération and collaboration.
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4 IMMERSIONS | PROTOTYPING IN DIFFERENT CONTEXTS
::: OBSERVE > FEEL > HACK > COCREATE >> CARE :::
Taylored encounters to test pedagogical methods into practice in Brazil, France, Thailand and Brussels from 2024 - 2025 we focused on embodied ecology with hyper-focused digital observation

Cultural Spaces, Gardens and Fablabs
Future, Art and Technology Cultural Space, Republic Museum Garden and Fabulosa Fablab, Rio de Janeiro, Brazil
A multi-site community immersion designed to challenge digital entertainment culture by engaging local youth with decolonial, animist, and native environmental narratives. Diverse neighborhood participants mixed site-specific natural field recordings with independent video games to co-create collaborative films exploring multi-species kinship.
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Institut Français : Beyond Green Games' project presentation at
https://ifdigital.institutfrancais.com/fr/creation/beyond-green-games

School Course : Making Films with Green Video Games
Lycée Saint-Exupéry in Marseille 15e
Pollution, Climate Change, Environmental Regeneration and Extractivism
The Kit Pédagogique des Jeux Verts was shared for the first time with students in France. The project included the use of 10 green video games, i.e. games where you play as trees, forests and rivers, through animist and "multispecial"points of view. With activities such as augmented walks using visual sound recordings and 3D scans, as well as macro images, these experiences serve as inspiration for the design of environmental films using Green video games. In 2024 and 2025, Isabelle Arvers worked alongside Alexandre Colin on a project with 14 art, cinema and NIS students.
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Institut Français : Beyond Green Games' project presentation at
https://ifdigital.institutfrancais.com/fr/creation/beyond-green-games

Sundays Public Programme Bozar
Brussels, Belgium
A public immersion testing a bgg methodology to convert screen-based video games into active tools for ecological observation and collaborative filmmaking. By blending real-world environmental data with independent game mechanics, participants co-created speculative prototypes exploring how human societies relate to the planet.
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Institut Français : Beyond Green Games' project presentation at
https://ifdigital.institutfrancais.com/fr/creation/beyond-green-games

Art Residency : Environmental Short Film Co-creation
PREM International School, Chiang Mai, Thailand
Diversity and pluriperspectives on environmental narratives. An international residency testing cross-cultural storytelling to explore personhood, local geography, and cultural identity through alternative media frameworks. Mixed youth cohorts combined site-specific digital field recordings with curated eco-games to produce collaborative films.
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Institut Français : Beyond Green Games' project presentation at
https://ifdigital.institutfrancais.com/fr/creation/beyond-green-games

OBSERVE, FEEL, HACK, CO-CREATE, CARE
METHODOLOGIES FOR DIGITAL GAME EXPERIENCES
AUGMENTED WALK AND FIELD LAB
Time to physically interact with and observe local ecosystems. Using accessible smartphones and recorders, participants capture environmental data points—learning how digital tools can be used to document and relate to complex natural systems. Walking through local landscapes, participants navigate local spaces to record organic field acoustics, capture macro details, and generate 3D scans. These physical recordings directly ground virtual worlds in real-world ecosystems, bringing captured assets directly into the game engine to cocreate and build virtual environments.


SHARING DREAMS, MEMORIES & FUTURES
A collaborative workshop space where a collective matrix of shared dreams and ecological observations serves to expand creative project scenarios. By exchanging recent dreams, cultural memories, and synchronicities, participants discover how to relate to diverse inner landscapes to build community-led scripts. Through design fiction and cooperative storytelling, team ideas are deeply inspired by these non-linear narratives and subcurrents. This process bridges the gap between physical fieldwork and software development, transforming creative group reflections into functional, eco-responsible game prototypes.
MACHINIMA COCREATION
Using recordings from green games and the augmented walks, participants hack and re-appropriate existing video games to create collaborative machinima films. An interactive media laboratory where participants hack and re-appropriate existing video game architectures to create collaborative machinima films. Utilizing recording streams from eco-games alongside data collected during the augmented walks, this phase re-actualises digital assets as tools for storytelling and critical expression. The process functions as a tactical intervention to redirect mainstream digital imagery.


GAME DESIGN IDEAS AND PROTOTYPING
A hands-on, low-tech simulation workshop where new gameplay concepts are structured to promote cooperation, diverse aesthetics, and responsible technological approaches. Deeply inspired by both the field observations of the augmented walk and the structural frameworks of the eco-games experiences, teams design speculative game prototypes that prioritize ecological reciprocity over competition or resource extraction.
A BLUEPRINT FOR THE FUTURE
Multidisciplinary Experiences to rehearse a future where every school becomes a field lab, every student a maker of augmented cinema, and every digital tool an instrument for deepening our involvement with the more‑than‑human. It proves that technology need not cut us off from the living world. When guided by care and reciprocity, a smartphone can become a bridge. A game engine can become a place of dialogue.


ENVIRONMENTAL AWARENESS
AND STORY TELLING
Raise Environmental Awareness : cocreate and curate video games that address environmental themes, immersing players in real-world challenges and solutions. Engage Communities : partner with local organizations and community groups to co-produce games and initiatives that address specific environmental concerns in their region


Aux Futurs Ancestraux - Benin, Africa
Residence et Ateliers de Creátion, Game Production, 2024
winning project of FDAC (art & culture development fund) in BENIN
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Regen Rio De Janeiro round on Gitcoin with Green Pill and Fabulosa Lab
Project presentation for crowd funding on blockchain/web3
karma : karmahq.xyz/project/beyond-green-games/

eFA by collectif Techn’Orisha
Martinique, United Kingdom and France
The interactive installation, eFA, immerses the viewer in a poetic universe where arts, technologies, and spirituality are closely intertwined. eFA offers a multisensory ritual where playfulness meets secrecy in a sensitive and current journey. Take the Queen Conch in your hands and whisper your question to eFA!
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Regen Rio De Janeiro round on Gitcoin with Green Pill and Fabulosa Lab
Project presentation for crowd funding on blockchain/web3
karma : karmahq.xyz/project/beyond-green-games/

Transper | ERASMUS +
Lisbon, Portugal
Impact of digitalization in local, national, and global environments, pollution and waste management of computer and mobile devices, consequences of mining of rare minerals, impact of e-commerce in transportation and production chains.
“questioning technology”, “taking science out of the lab”, "humanizing technology”, and “path to progress”
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Regen Rio De Janeiro round on Gitcoin with Green Pill and Fabulosa Lab
Project presentation for crowd funding on blockchain/web3
karma : karmahq.xyz/project/beyond-green-games/

Beyond Green Games blockchain Gitcoin onboarding!
Rio de Janeiro
Selected on Regen Rio De Janeiro round on Gitcoin, first round of collaborative financing to boost for local impact initiatives in the state of Rio de Janeiro.
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Regen Rio De Janeiro round on Gitcoin with Green Pill and Fabulosa Lab
Project presentation for crowd funding on blockchain/web3
karma : karmahq.xyz/project/beyond-green-games/
SATELITE EXPERIMENTS
Based on the project's digital space, Satellite Experiments represents a collection of decentralized, cross-disciplinary initiatives that expand the boundaries of the core pedagogy by intersecting technology, spirituality, environmental activism, and alternative financing models.
eFA by collectif Techn’Orisha
Martinique, United Kingdom and France
The interactive installation, eFA, immerses the viewer in a poetic universe where arts, technologies, and spirituality are closely intertwined. eFA offers a multisensory ritual where playfulness meets secrecy in a sensitive and current journey. Take the Queen Conch in your hands and whisper your question to eFA!
+ read more
Transper | ERASMUS +
Lisbon, Portugal
Impact of digitalization in local, national, and global environments, pollution and waste management of computer and mobile devices, consequences of mining of rare minerals, impact of e-commerce in transportation and production chains.
“questioning technology”, “taking science out of the lab”, "humanizing technology”, and “path to progress”
+ read more
HAPPENINGS
living archive with events, studies, inventions, players, encounters, actions, budgets, transparency, presentations, reflections ...

Ph.D. thesis by Isabelle Arvers : Decolonising Art & Videogames
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Players and Participants
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Enchanted Encounters
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Prototypes Evaluation 2024 - 2025
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Cosplay Inventions with arqvo166, NewSew and Senac Innovation Capsule
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Texts, Themes and Talents
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References and Reports
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Transparency, Transits and Transactions
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Founders and Findings
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email : beyondgreengames@gmail.com
instagram : beyond.green.games
youtube : @beyondgreengames
tiktok : @beyond.green.games2033
x : Beyondgrgames
www.kareron.com
www.isabellearvers.com
linkedin : isabellearvers
whatsapp Lívia :+34 653 58 09 61
Images Credits
Image 1 - Crea.sen EUNIC residency in 2022 by Isabelle Arvers (Senegal)
Image 2 - Immersion Rio, Joao V at the Algumented Walk (Brazil)
Image 3 - Game The Pacifier, by Lucas Lugarinho (Brazil)
Image 4 - Game Atuel, by Matajuegos (Argentina)
Image 5 - Game Everything, by David O’Reilly IR (United Kingdom)
Image 6 - Game Papo & Yo (BR, CA), by Minority Media (Brazil and Canada)

