Video games and democracy: exploring new frontiers for civic participation

Democracy depends on participation, equality and the belief that every voice matters. On 15 September, the United Nations marks the International Day of Democracy under the theme “Achieving gender equality, action by action.” While parliaments and public debate remain at the heart of democratic life, the values of democracy are also finding expression in unexpected places, including in video games.

For many, playing video games is linked to entertainment or even to concerns about violence and overuse. Yet video games engage billions of people worldwide, particularly young people, and are increasingly being used to teach rights, foster empathy and promote inclusion. With careful design and responsible use, video games can complement traditional democratic spaces by giving players opportunities to learn about rights, participation and inclusion in an interactive way.

UN experience with Video Games

The United Nations has been working with video games for over two decades. These projects are not commercial products but educational tools, designed to raise awareness, teach rights and promote values that are central to democracy and sustainable development.

In 2005, UNHCR’s Against All Odds placed schoolchildren in the role of refugees, helping them understand the difficult choices faced when fleeing persecution and seeking asylum. Two years later, the UN Office for Disaster Risk Reduction (UNDRR) launched Stop Disasters!, an interactive simulation where players must prepare towns and communities to withstand natural hazards such as tsunamis, earthquakes or hurricanes. The game is still played in schools worldwide to teach preparedness and resilience, providing lessons that protect lives and ensure societies remain strong and inclusive in the face of crisis.

Other agencies have followed with their own interactive projects. The World Food Programme’s Free Rice, launched in 2007, continues to this day. It enables players to answer quiz questions and, in the process, fund the donation of rice through WFP to people in need. UNODC’s Chuka, Break the Silence (2017) helps children recognise and respond to gender-based violence, while promoting values of respect and empathy. And UNICEF’s Right Runner (2019) introduces children to their rights in a simple, engaging format, helping make fundamental freedoms tangible and accessible.

Beyond individual games, the UN supports partnerships with the global industry. The Game Changers Coalition, led by UNICEF with major gaming companies, is equipping adolescent girls in multiple countries with digital and gaming skills. The programme has already reached more than 150,000 students, teachers and parents in countries from Armenia to South Africa and Morocco. By opening career paths in technology and gaming, it directly supports gender equality in one of the world’s fastest-growing industries.

Meanwhile, the Play for the Planet Alliance, convened by UNEP, brings together major companies such as Sony, Microsoft, Ubisoft and Tencent in committing to reduce their environmental footprint and to weave environmental awareness into popular games. According to a UNDP survey, nearly 80 per cent of players who encountered environmental messages in games reported adopting at least one positive real-life habit, such as saving energy or choosing sustainable transport, demonstrating how play can be linked to wider civic and environmental responsibility.

From teaching disaster preparedness to supporting girls in technology and mobilising citizens for climate action, the UN is working with games to help people understand their rights, their responsibilities and the value of collective action.

Gamescom 2025: industry momentum

This long-standing UN engagement is now being mirrored by developments in the wider industry. A dedicated “Games for Democracy” initiative at this year’s Gamescom, the world’s largest gaming event, highlighted games that promote democratic values and political education. During Opening Night Live, which reached a record 72 million viewers, three titles were given a special showcase for addressing democracy directly in their storytelling. One of the most striking presentations came with The Darkest Files, a game that places players in the role of investigators of Nazi crimes. Other featured titles, Glasshouse and Compensation Not Guaranteed, also tackled questions of civic responsibility and collective action, showing how independent studios are beginning to explore social and political themes through play.

The accompanying Gamescom Congress focused on three main themes: “The Next Level of Immersion,” “Gaming and Responsibility,” and “Gaming and Well-Being,” exploring the diverse potential of games in areas like education, culture, science, and society. One panel, moderated by UNEP’s Sam Barratt, co-founder of the Playing for the Planet Alliance, examined how the gaming sector can inspire action on climate. Barratt described the initiative as “a fairly special one by UNEP,” explaining: “We do not normally spend this much time with one sector. But we think that the games industry is a place where magic can be made. What we are working to do is to support the sector to get as fast as possible to net zero, to inspire players to take action, and to lead the way so that others in the entertainment industry can follow.” He added that the lessons from gaming could also influence other creative industries with which UNEP is involved, such as sport, film, television and music.

Other sessions reflected issues closely aligned with UN priorities, including ‘gamers and the clean energy transition’; ‘how video games can help treat major depressive disorder’; and ‘how video games can promote digital well-being and healthier gaming habits’, a panel led by The World Health Organization which introduced WHO’s latest initiatives, findings, and strategies to foster balance and positive health outcomes in gaming communities.

This year’s Gamescom attracted more than 350,000 visitors from 128 countries. The scale of the event underlines the reach of the gaming sector and its influence on public debate. The topics of discussion underscore that games are increasingly viewed not only as entertainment but also as cultural spaces where issues such as climate action, public health, equality, and democratic responsibility can be explored.

Opportunities and responsibilities

The United Nations also recognises that video games are not without risks. They can be misused by spreading harmful stereotypes, fostering exclusion, or being exploited by extremist groups online. Concerns about violence, overuse and addictive design are valid and must be addressed through responsible industry standards, parental guidance and evidence-based policy.

At the same time, ignoring games would mean overlooking one of the most influential media of our era, which today reaches over 3.3 billion people or just over 40% of the global population and revenues that overshadow the combined value of the music and film industries. By working with developers, educators and civil society, the UN seeks to ensure that the energy of play contributes to values essential to democracy: participation, equality, inclusion and respect for rights.

International Day of Democracy 2025

Democracy is not only about institutions; it is about lived values. The International Day of Democracy is an opportunity to reaffirm these values and explore new ways to protect and strengthen them. This year’s focus on gender equality is a reminder that equal participation is the cornerstone of democracy.

Video games may not traditionally be associated with democratic life, but the examples from the United Nations and from industry show that they can help build awareness, empathy and responsibility. They can provide young people with new opportunities to learn about rights and equality. And they can connect global audiences to challenges, such as climate change or displacement, that demand collective action.

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