“…The games incorporate topics from informatics and society, which encompass the larger social context of computing, such as copyright, privacy, cyberbullying, technical literacy and social media use. The learning effects observed in a quantitative survey are presented with full detail in a different paper [1]. In terms of learning goals, the primary objective of the project was not only to convey knowledge around informatics and society topics to school students but to let them experience academic research practice, in this case game design and analysis, firsthand.…”