With 20+ years of leadership in playful design, game development, and interactive media Mindtoggle provide strategic consulting services for organizations seeking to innovate through play.
Specialized consulting and development services for organizations across sectors, from government agencies to academic institutions.
End-to-end game and software development services, from concept to deployment. Rapid prototyping and critical gameplay implementation.
Collaboration with academic presses, research institutions, and educational publishers on interactive media projects.
Transform your team's approach to problem-solving through play. Our workshops teach how to flip complex challenges into engaging, simple solutions.
Expert facilitation for game jams and rapid prototyping events. We've guided teams through hundreds of successful creative sprints.
Strategic guidance for organizations building interactive experiences. From concept to execution, we help shape your vision with 20+ years of industry expertise.
Curriculum development, training, and advisory services for academic institutions teaching game design and interactive media.
Specialized consulting for government agencies and enterprise clients requiring interactive media expertise.
Expert witness testimony and media subject matter expertise for legal proceedings and industry analysis.
Note: Many of our professional service engagements are conducted under Non-Disclosure Agreements with enterprise and government clients.
Mindtoggle's leadership has delivered more than $1M in game-making and consulting contracts for respected clients. Our paid clients and retainers include:
The name comes from the idea of toggles — switches that change states. Mindtoggle aims to change minds through interactive experiences.
This might happen through a guest lecture, a workshop, a game jam, or in making something together. Drawing from research in social impact games and game studies, Mindtoggle flips switches, turning the mundane into something engaging, flipping boring to exciting, or complex to simple.
We Flip the Switch on Complex Problems. Mindtoggle is a playful media and game design consultancy that transforms how people think, learn, and engage. These services are lead by Dr. Lindsay Grace (PhD, MFA, MS), the principal of Mindtoggle LLC. Dr. Grace is a 20-year veteran of game-making and interactive media. Lindsay leads Mindtoggle's mission to apply playful design to serious challenges. He is a professor, Knight Chair, and former founding director of the American University Game Lab and the Miami University Persuasive Play Lab.
His work spans award-winning commercial games, social impact projects, and groundbreaking academic research. He has been invited to give talks on design, games and culture, misinformation and much more globally. Mindtoggle is the synthesis of this experience—a consultancy dedicated to the idea that play is a powerful tool for innovation.
Middtoggle Software makes casual games for a casual life. Mindtoggle Games is a little company, making little games. In fact, it’s a one man operation. The goal is to make fun little games that loosely relate to the research of Lindsay Grace, Knight Chair in Interactive Media at the University of Miami. Mindtoggle software's apps and games are a subset of the Mindtoggle consultancy. They are experiments in marketing, design and development meant to inform practice in much the way faculty research other domains. Think of them less as commercial or artistic ventures and more like tests of the game industry, its marketplaces, and consumer demand. Some of the games contain Critical Gameplay, some are about social impact through play and others are mere entertainment. Much of Mindtoggle's work focuses on games in serious contexts. These include education, social impact, newsgames and more. That doesn’t mean play has to go away. It’s just the opposite, adults need play. So do kids. So Mindtoggle makes games for everyone.
Mindtoggle games are mind-switching games and experiences. Sometimes they're hard. Sometimes they make you ask questions. Sometimes they help you switch your brain to the off position. Most games and experiences are rapid experiments, created in 5 days or less to create impact quickly
Dr. Lindsay Grace is Knight Chair in Interactive Media and a full professor at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay's book, Doing Things with Games, Social Impact through Design, is a well-received guide to game design. In 2020, he edited and authored Love and Electronic Affection: a Design Primer on designing love and affection in games. In 2021 he published the Amazon best seller, Black Game Studies, an Introduction to the games, game makers and scholarship of the African diaspora
His work has received awards and recognition from the Games for Change Festival, the Digital Diversity Network, the Association of Computing Machinery's digital arts community , Black Enterprise and others. He authored or co-authored more than 95 papers, articles and book chapters on games since 2009. His creative work has been selected for showcase internationally including New York, Paris, São Paulo, Singapore, Chicago, Vancouver, Istanbul, and others. Lindsay curated or co-curated Blank Arcade (2014-2016), Smithsonian American Art Museum’s SAAM Arcade (2014-2017), the Games for Change Festival (2017, 2022, 2023) and others.
He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events. He has had appearances on domestic and international television and radio and written editorials published by CNN and others.
Between 2013 and 2018 he was the founding director of the American University Game Lab and Studio. He served as Vice President and on the board of directors for the Global Game Jam™ non-profit between 2014-2019. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013-2015.
This paper aims to provide 5 lenses from which game jams can be perceived as supporting diplomacy and creative practice in the context of examining complex social issues. These lenses demonstrate how game jams can serve to encourage communities to think creatively and pro-socially through a myriad of global problems. Drawing from the first-hand experience of helping to lead and support social-issues-focused game jams in India, Japan, Malaysia, Turkey, and the United States, this brief paper highlights the ways in which game jams are a means for encouraging engagement with complex social issues through creative practice. The work highlights how both the pressures and constraints of game jams not only encourage a deeper understanding of social issues, but also entice participants, subject matter experts, and localized communities to engage with topics in ways that expand established understandings of them. The observations emphasize the value of the creative process of digital game-making in games jams as a means for encouraging dialogue, solution finding, and furthering understanding on topics participants and their players may not have engaged prior. The lenses provided are game jams as art therapy, safe discussion spaces, experimental spaces, solutions focused praxis, and as relatively neutral spaces.
read...This case study investigates the value of game jams in enhancing the understanding of social impact topics, in addition to their well-documented benefits for learning technology and design. Unlike traditional game jams focused on developing game design skills, this study explores how participants' perceptions of both the game-making process and the selected social impact topics evolved. Given that game jams often center around specific themes, the insights from this research can guide the organization of future game jams, emphasizing their role in fostering deeper reflection on various social issues. The study aims to position game jams as a reflective educational tool, comparable to writing papers, creating videos, or other common educational activities. The findings from a 48-hour game jam involving 76 participants, primarily female-identifying with an average age of 21, indicate that the event significantly enhanced their perceived understanding of game design and deepened their knowledge of social impact topics. These results support the idea that game jams can broaden participants' knowledge beyond just game design and implementation.
read...This paper offers lessons learned about appeal and potential efficacy in the design and implementation of three distinct small-scale game interventions to help increase audience resilience to health misinformation and disinformation. Applying elements of inoculation theory and transportation theory, collecting appropriate aims for the interventional context, and applying fundamentals of microgame design the researchers created three games to help increase resilience to misleading health information. Semi structured interviews with the target audience and their health care providers, and community educators offered positive feedback on the potential to address misinformation and disinformation in a health vulnerable population through microgames. This paper outlines the design process, implementation, and appeal feedback collected from the intended audience. Feedback indicated strongest appeal and potential for a narrative based interactive fiction, secondarily for a social media simulation and least for a trivia game.
read...Drawing from the theoretical underpinnings of prior work in interactive narratives to explain complexity, playable explanations, and newsgames this work aims to expand the impact and accessibility of comprehensive investigate journalism to a wide audience of North, Central and South Americans. The goal was to apply the benefits of ludic interactive narratives to explain the complexities and systemic biases in the United States immigration system for differing immigration scenarios between 2017-2021. The game combines elements of documentary games, persuasive play, and the fundamentals of interactive narrative to provide a playful explanation of explicit and implicit policy. It is, in short, an interactive system about a system. This interpretation of the system was derived not from a top-down view of the system, but by the reverse engineered understanding informed by two years of investigative journalism research informed by the data in both the Panama Papers and Paradise Papers. This paper articulates the development process, release, and subsequent observations from an experienced engaged by more than 45,000 players. This case study is understood as the first ever playful interactive based on the Panama Papers and Paradise Papers investigations.
read...Effective interpersonal and cross-cultural communication relies on pragmatics – knowing what to say to whom, and under what circumstances. Nevertheless, pragmatics is generally absent from formal second language instruction. The current effort describes a game designed to assess people’s pragmatic ability. In the game, Awkward Annie, players are asked to intentionally select the most inappropriate things to say within conversations (i.e., be inappropriate and see what happens). Thus, players are able to escape from reality by being inappropriate. This work presents a between-subjects study designed to evaluate this twist using two versions of the game (selecting inappropriate versus appropriate responses). Participants in both conditions experienced the same content, but were provided with different goals (be inappropriate, be appropriate). The results indicate that users enjoyed both versions of game equally but performed better within the appropriate version of the game.
read...While much research has been done on games as engaging strategies for assessment and education, little has been done to address the specific human computer interaction questions relating to the impact of player engagement in game experiences. This case study examines a section (284 adults) of a larger study on play preference of over 700 participants who were given four versions of an assessment game. While the content remained the same, the versions varied by their structure (rewarding players for acting either appropriately or inappropriately) and by play perspective aesthetics (direct or indirect character embodiment). The results indicate that player preference was for the aesthetics of indirect embodiment and the goals of negative behavior. While this is perhaps unsurprising to makers of commercial games, this is contrary to typical education assessment game design. The case study also demonstrates a difference in player character embodiment that should prove useful to those determining the perspective of their player environments.
read...In addition to consulting, we create mind-switching games and mobile apps. Each is a rapid development experiment, typically created in 5 days or less using critical gameplay principles under game jam constraints. Each was created using a single artist, designer, and programmer. The following games were released via Mindtoggle LLC.
2018
A sneaky game about stealing art and touring the blueprints of real museums.
2013
A kid-friendly game involving crazy penguin velocity and problem solving, turn your screen to roll the penguin home.
2006
Twistery (Twister History) is a simple, free program to visualize the history of tornadoes in the United States
Have questions about our games or interested in consulting services? We'd love to hear from you.
For game support, consulting inquiries, or general questions
support@mindtoggle.comDid something break? Need help beating a level? We're here to help.
Miami, Florida, USA
Previously based in Chicago, IL and Washington, DC
We typically respond to all inquiries within 1-2 business days. For urgent matters, please indicate this in your message.