
In the first edition (2023, at Ostello Bello Duomo – Milan), for three afternoons, young game designers were able to have the prototypes of their games tested by the public.

The second edition (2024, at WOW Spazio Fumetto – Milan), was enriched with a reflection on experiments and cross-fertilizations in game design.
On the first day, Matteo Pozzi (We Are Muesli) recounted his experience developing the slice-of-life video game In Their Shoes, and Greta Carrara described techniques for making a game accessible.
For the second day, Pietro Polsinelli explored game design and theater, and Cristina Resa explored writing strategies and video game adaptation to communicate in a non-exclusionary way.
On the third and final afternoon, Nicoletta Gomboli and Giulio Bordonaro (This is Not a Duo) discussed the relationship between game design and artificial intelligence, and Lorenzo Redaelli discussed his experience as the author of the visual novel Mediterranea Inferno (winner of the Excellence in Narrative Award at the IGF in San Francisco).

The 2025 edition (at WOW Spazio Fumetto – Milan) explored the value of the “orbits” surrounding games: cultural spaces, cross-fertilization, and the potential for reflection.
In the “book panel”, Stefano Gualeni and Valentina Romanzi – starting with Stefano Gualeni’s novel What We Owe the Dead – discussed games, memory, and critical thinking.
In the “docu panel”, Giulia Trincardi and NABA-Milan students Martina Lorusso, Sonia Maggi, Victoria Marcantognini, Ludovica Napoleoni, and Kalina Stoycheva discussed the European project FAIR GAME, dedicated to female leadership, inclusivity, and creative access in the world of game design.
Finally, in the scene panel, Ivana Murianni and Kenobit compared two visions – institutional advocacy and DIY practices – to explore different ways of building communities around games.
