Gamifying Creativity: how video Games can make you a better writer

What can video games teach kids about writing and storytelling?

A lot.

In this interactive workshop aimed at kids 9-13, author of Future Me and the VR Prison Josh Weiss-Roessler shows how common video game elements can be fantastic writing tools.

Josh Weiss-Roessler leading a group of kids in an activity during his Gamifying Creativity workshop.
Josh Weiss-Roessler holds a page from his Gamifying Creativity workshop as he talks to his audience.

engage reluctant writers, tech-focused kids, and gamers

Who needs a standard author reading? Gamifying Creativity engages kids by taking concepts they already know and love from video games and applying them directly to narrative structure.

It’s an approach that bridges STEM/STEAM thinking with ELA writing standards, helping tech-minded kids and reluctant writers realize they already know how to build a great story.

How Does Gamifying creativity work?

Character Creation

Students are each given a simplified character sheet to build a character by choosing strengths, weaknesses, abilities, and flaws. There is also a space for them to draw their character. (10-15 min)

A character profile example called "The Tank," featuring a woman in armor with stats and a description.

Setting as Level Design

Together, we design a school campus as a tactical game environment, with their ideas shaping what happens in the final section of the workshop. (15-20 min)

Co-op Story Crisis

Students guide their characters through the school as a team to solve a narrative challenge, encouraging them to collaborate and account for various strengths and weaknesses to "beat the level." (15-20 min)

An image of a cafeteria door with a hazard exclamation over it and text on the right side that details the "Quest" and the "Obstacles."
A character profile example called "The Tank," featuring a woman in armor with stats and a description.

Character Creation

Students are each given a simplified character sheet to build a character by choosing strengths, weaknesses, abilities, and flaws. There is also a space for them to draw their character. (10-15 min)

Setting as Level Design

Together, we design a school campus as a tactical game environment, with their ideas shaping what happens in the final section of the workshop. (15-20 min)

Co-op Story Crisis

Students guide their characters through the school as a team to solve a narrative challenge, encouraging them to collaborate and account for various strengths and weaknesses to "beat the level." (15-20 min)

An image of a cafeteria door with a hazard exclamation over it and text on the right side that details the "Quest" and the "Obstacles."

educator freebies

Educator Guide (Grades 4–7): Includes STEM+ELA study questions and hands-on classroom activities.

Tales from the VRoom: Free 5-story digital companion from the world of Future Me for students.

hosting options

Option A ($250 Fee): Standard flat-fee visit with no book order minimums.

Option B ($0 Fee): Free visit with a 30-book minimum order through Ingram. (ISBN: 979-8-9956520-0-7 / 979-8-9956520-0-14).