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Sharing HistoryQuest at Serious Play 2026

At Duke University, we introduced our prototype and the difficult questions behind it to educators, researchers, and game developers.

HistoryQuest presented the project at Serious Play 2026 at Duke University.
HistoryQuest presented the project at Serious Play 2026 at Duke University.

In August 2026, HistoryQuest presented One Afternoon in Red August 1966 at the Serious Play Conference at Duke University. The conference brought together educators, researchers, and game developers interested in games for learning and social impact.

Our presentation began with two subjects that rarely appear together: Grand Theft Auto and China's Cultural Revolution. Open-world games allow players to enter a simulated city, explore freely, interact with other people, and make consequential choices. During the opening phase of the Cultural Revolution, teenage Red Guards also moved through a city where ordinary authority had broken down and political action entered streets, schools, and homes.

That comparison led to the question behind our project: can familiar open-world mechanics help young people engage with a distant and painful history? We presented our three-layer design, which combines historical reconstruction, interaction, and learning and reflection.

We also addressed the project's central ethical challenge. The player does not enter the story as a hero or rescuer. The player becomes a teenage Red Guard and encounters the social forces that drew young people into destructive campaigns. We explained why we chose that perspective and why the game must connect player actions to historical context, consequences, and reflection.

The presentation introduced our development approach as well. A volunteer team began with historical research and created a small Roblox prototype so that we could test difficult questions early. High school students have contributed to research and development tasks, while teachers and other advisors are helping us prepare for more rigorous evaluation.

The session drew a strong audience and led to numerous questions and conversations afterward. Several people remained after the session to continue the discussion.

The response encouraged us, but it also reinforced the need for careful research. Interest in an idea does not establish that the final experience will teach effectively or handle the history responsibly. Those questions require repeated testing and collaboration with educators, historians, students, and people with lived experience.

Serious Play gave us an opportunity to move the project from private development into public conversation. It also connected us with people who understand that educational games must succeed as both interactive experiences and responsible learning tools.

We are grateful to everyone who attended, asked questions, and shared advice. Those conversations will inform the next stage of the prototype and our plans for classroom and museum settings.

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