In 10 Global Trends in ICT and Education, I included gaming as a trend to keep an eye on. The gaming industry has been growing faster than the movie industry in the past number of years and is occupying an increasing number of hours of time in a young person’s day. Educational games it can be argued have the potential to reach students outside of the classroom where some traditional educational methodologies are failing. This genre of “serious games” has indeed mushroomed over the past number of years. A number of “serious games” have been developed in the fields of education, business, health, politics, engineering, defense, etc. In order to better understand the impact and potential of such games, we decided to develop and evaluate an educational game focused on youth social innovation and development – Evoke: a crash course in changing the world.