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Digital teamwork: how games can foster collaboration and civic responsibility

What do online quests and democratic participation have in common?

More than you might think. When young people play or create games together, they step into situations that require teamwork, negotiation and shared decision-making – the very same skills that are crucial to active citizenship.

Teamwork as a civic skill

Collaboration in games is not only about winning a match or completing a quest. It’s also about listening, sharing ideas, making decisions together and respecting differences. These are exactly the competences that active citizens need to shape democratic societies.

Different genres of games illustrate this particularly well. In team vs. team games such as MOBAs (League of LegendsDota 2), battle royales (FortnitePUBG) or first-person shooters (OverwatchCounter-Strike), success depends on coordination, role distribution and constant communication. Cooperative titles like Lethal CompanyPicoPark or R.E.P.O.highlight the importance of mutual trust, as one mistake can jeopardise the entire group. These examples show that digital teamwork is not just a metaphor for civic collaboration – it is a training ground where players practise the skills of compromise, strategic thinking and effective communication every day.

Games as laboratories for democracy

Games go far beyond fun. They immerse young people in scenarios where they must solve problems together, adapt to changing conditions and consider the consequences of their actions. In doing so, they build key competences: communication, critical thinking and empathy. Researchers have long highlighted how game environments foster learning by doing, making abstract civic values more tangible and easier to practice.

Some games even embed political or societal dilemmas directly into their mechanics and narratives. The BioShock or Fallout series explores dystopian settings, political oppression and moral choices. Metal Gear Solid and Mirror’s Edge deal with surveillance, resistance and freedom. On the other hand, titles like Among Us rely on deception, voting and group decision-making, while the Tropico series, Civilisation or Democracy explicitly simulate elections, governance and the balancing of collective interests. These environments function as laboratories where players experiment with the principles of democracy, governance and civic responsibility in a safe yet engaging context.

From digital play to active citizenship

When a group of students designs a storyline about EU values, or when a team of players must decide how to manage shared resources in a game, they are not just “playing.” They are practising democracy. A player who negotiates with others in Civilisation to secure an alliance, or who casts a vote in Among Us to determine a group’s fate, is in fact exercising civic participation.

Teachers, trainers and youth workers can build on these experiences by helping young people reflect on what they learned in the game and how it applies to real life. For example, discussing how conflict resolution in Overwatch or resource management in Tropico mirrors real societal challenges can make the connection between digital play and citizenship clearer. The key is ensuring that the games chosen for educational purposes balance entertainment with opportunities to practice democratic values, so that engagement remains high while learning outcomes are meaningful.

So the next time a team of players comes together to solve a digital challenge, remember: it’s not just play. It’s practice for building stronger, more responsible communities.

 

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