Game Hacking Education Report

Authors: Professor Paul Wake and Dr Chloé Germaine

Published: 31st January, 2026

Game hacking, the practice of reimagining and transforming existing games, offers a powerful, low‑impact method for teaching sustainability and critical literacy. This report outlines the pedagogical rationale, ethical considerations, and practical approaches for embedding hacking into higher education curricula.

It includes:

  • A clear definition of hacking as a critical‑creative design method;

  • A five‑stage process that supports reflective, hands‑on learning;

  • Case studies from university courses, research workshops, and public engagements;

  • Guidance on safeguarding, inclusivity, accessibility, and intellectual property;

  • Recommendations for integrating hacking into game design programmes.

Crucially, the hacking approach models circular design principles by encouraging the reuse and repurposing of existing materials, rather than producing new games or consumable goods.

Read the Report
Previous
Previous

VR For Sustainability