CRISIS!

CRISIS!

CRISIS!

An educational game designed to introduce players aged 10–17 to the complexities of global cooperation, crisis management, and multilateral problem-solving.

A collaboration between Princeton University students with contributors from the University of Toronto and Rhode Island School of Design (RISD), Crisis is born from the result of a 2025 NATO Youth Summit-winning pitch by Eojin Park—one designed to fill the gap for an emerging wave of youth interested in International Relations—with few outlets to refine their skills.

For independent users, including parents and young gamers, Crisis! promises a safe, educational, and fun experience. As concerns over misinformation, political polarization, and inappropriate content grow, parents are looking for platforms that deliver high-quality, neutral educational experiences.

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Why CRISIS?

Crisis is uniquely positioned to fill a severe gap in the educational gaming market—specifically in the underdeveloped areas of politics, social studies, history, and public policy, where most educational games today overwhelmingly favor STEM subjects.


Interested in our vision?

If you’re interested in partnering with us, providing a funding opportunity, joining our team or have a general inquiry, fill out our contact form.


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