Creative Economy Ministry Introduces Board Games for Children's Recovery in North Tapanuli
Jakarta (ANTARA) - The Creative Economy Ministry’s Board Games Directorate utilised and presented board games to support the social recovery of children in North Tapanuli following flooding in North Sumatra. The games serve as both an educational tool and a means of trauma healing for children taking part in the activity titled ‘Cheerful and Creative in Board Games’. ‘Creative economy can provide innovative and inclusive solutions. Board games encourage children’s creativity, create spaces for interaction for psychosocial recovery, and strengthen the creative economy ecosystem as the ’new engine of growth’,’ said Minister Teuku Riefky in a statement received in Jakarta on Sunday. Minister of Creative Economy Teuku Riefky Harsya emphasised that the subsector of games not only has economic potential but also delivers tangible social impact. He pointed to the social recovery support program for flood-affected children in North Tapanuli, which involved 50 child participants from various local schools and communities. Some works showcased include pieces from ITB, Vistalab Mediakreasi, and the Gimersia Creator Camp 2025 workshop. Participants were also taught directly about the creative process of game design. Two standout works from participants of the Gimersia Creator Camp workshop were introduced to the students: Cats and The Rugs by Diah Ayoe and Sszoo!! by Febianzini, both from Bandung. The introduction of these works not only exposes national creative products but also demonstrates how the game design process can be an experiential learning method. Head of Marketing and Commercialisation of Board Games at Kemenekraf, Iman Argiono, emphasised that the activity is part of post-disaster rehabilitation programs that use board games as a simple yet effective social intervention medium. Similar programs are not only present in North Tapanuli but also in Padang Pariaman. This replication shows that a board game-based approach has the potential to be developed as an educational and social intervention model in various areas, particularly disaster-affected regions. Through this program, the Creative Economy Ministry encourages the use of the subsector of games as part of strengthening the national creative economy ecosystem while introducing creative innovations that deliver real social impact for communities.