Young Games Inventor Competition 2018
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Young Games Inventor Competition 2018

CALLING ALL BRIGHT YOUNG MINDS!

Our Young Games Inventor 2018 Competition is now open!

With the aim of investing in young British talent and encouraging youngsters to put their ideas to the test, we launched this nationwide initiative five years ago in 2013.  Going from strength to strength, this GBG competition invites children up to the age of 16 years from all across Britain to submit their ideas for board or card games in the search for ‘Young Games Inventors’.

This successfully growing annual competition is now open and we are inviting British youngsters, to put their creativity and ingenuity to the test. The winner will be announced in December following a rigorous on-line voting process and a Judges' final call (50% public vote – 50% judges' vote).

2017’s bright young mind was Hannah Padbury from Brentford, West London!  From the hundreds of public votes received each year, the judges' job doesn’t get any easier …

Gary Wyatt, Founder of The Green Board Game Co said, ‘The judges were delighted with the range of entries and rated Hannah’s game Alpha Chase highest. The game had our core values of being fun and educational and is easy to understand, showing that simple ideas are often the best!”

Click here www.brainbox.co.uk/home/ygi to download the YGI entry form and encourage your youngsters to invent a game of their own that they might like to play with their friends and family!

A board game is a tiny universe: The rules are the laws of physics or social norms, the board is the physical environment, cards often function as resources or catalysts, dice provide a dollop of randomness. And those little pawns? They’re you and me.

Good games are consuming and challenging because they’re never the same twice. Sometimes I think they serve an almost primal need as well. If we were worried about finding shelter, hunting for food, or protecting our families from enemies or predators, we’d be playing far fewer games. But in the context of modern life, these tabletop pursuits help us feel excitement and sometimes even danger. We can behave despicably, grow immensely wealthy—or fail miserably—and then pack up the box and return to normal life.

As a maker of games (when I’m not creating new products for Harvard Business Review), I’m also interested in the lessons they offer us. Can they help us build the skills we need to operate effectively in the real world? Beyond the traditional emphasis on competitive spirit and resilience in the face of bad luck, what more is there to explore?
Andrew Innes is HBR’s senior product manager and the founder of Anomia Press.

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