“…In this era, games are gaining more and more popularity across a wide demographic from very young ages to above 70s. Meanwhile, there has been a growing research into behavioural contexts, socio-cultural stance of games and play (Atkins, 2003;Salen et al, 2004;Sicart, 2014), persuasive games (Bogost, 2007), news games (Treanor, 2009), critical play (Flanagan, 2009), games for change (Swain, 2007;Schrier, 2016;Grace, 2014), and participatory nature of game making for research through design and DSI (Bayrak, 2017). It has been discussed that games as creative artefacts have potential to promote change, suggest empathy and infuse awareness (Flanagan & Nissenbaum, 2014).…”