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Games were either for entertainment and time-filling, or for strict language purposes. Also, I didn't know that there existed games that tackled real life, engaging issues for adolescents and adults. I didn't know this type of game could actually be used as trigger to discuss contemporary, relatable problems with students.

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As a pre-task, a class will be devoted to reading and analyzing a study on LGBT students and bullying. Using the text as exponent, the students will recover previous knowledge connected to feelings in general and get acquainted with new vocbulary related to LGBT issues and bullying in particular.
By the end of the lesson, the game will be presented and projected on the screen, with the purpose of reading the walkthrough together as a class and checking understanding of the instructions.

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I chose this game because I believe gender issues need to become visible to younger generations if we expect to become a more inclusive world. The game is not only aimed at raising awareness on this matter, but it also tackles aspects related to feelings and personality development which, I believe, can be perfectly relatable for any adolescent, no matter their gender or sexual orientation.

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The idea is for 4th year students to play this game and carry out the activities connected to it as the starting point of a project on LGBT issues and feelings. Students will first become acquainted with the necessary vocabulary items, read and do research on the topic, engage in discussions about the importance of giving LGBT adolescents a stronger voice and, finally, carry out a campaign at school to raise awareness on the hardships LGBT young people have to face every day, based on the conclusions the class arrived at during the project.

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In this role playing game, you are in control of a character of ambiguous gender. As the game starts, you enter a mysterious and scary forest full of demons that represent the different people this character needs to face in order to build up their strength and personality as an LGBT person. Your only three defense moves to try to battle the ideals others try to impose on you are logic, passion and ethics. Will you dare to enter the forest?

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Enter the forest at:

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A Closed World was created to be a digital game that deals with queer issues, something that's very uncommon in games right now.

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Now I believe (I hope) that these games can actually serve a purpose in and outside the classroom, for learning the  language as well as discovering new problems and possible solutions that will help students become better people.
I have also learned, as Stanley (2011) explains, that these game pose a series of challenges that, besides causing frustration, can help us and our students grow and figure out new ways of overcoming obstacles.

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Forrest, C. (2015). Beyond Bullying: The LGBT Student Experience. Grand Valley State University. Retrieved from

Stanley, G. (2011). Engaging the gaming generation. English Teaching Professional, (76). Retrieved from

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Students will be instructed to play the game at home and, while doing so, they will have to stop and reflect upon a series of aspects to complete a worksheet. The task will include recognition of vocabulary items related to feelings that appear during the game, recollection of different characters and situations, etc.

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After playing the game and completing the worksheet at home, the class will carry out a discussion where students will be able to share what they reflected upon at home and their answers to the tasks. They will also have the possibility to express their own impressions on the game and compare the character's feeling with their own. (When do you feel frustrated?/Do you ever feel like your parents or other adults don't understand you?/Do you ever feel judged?/How would you feel if you were in the character's situation?)