In this book, Thomas analyzes video games as a platform for subtly examining social issues, intrinsic thinking, and creative expression. As virtual spaces that are hardly limited by reality, within games any message can exist, any story can be told, and any emotion can be captured. This makes them a powerful tool in efforts of exploring sociopolitical topics in immersive, engaging, and safe ways. Thomas shares his experience and what he's learned building activist games from scratch from the character design to the implementation of concepts and themes.