Hi! I am Anurati.
I am a game and learning experience designer, new media artist and researcher with expertise in leveraging storytelling, play and emerging technologies to cultivate social-emotional learning and critical thinking competencies through interactive educational experiences.
When not at work,
you can find me painting, writing or reading.
I do believe that structured creativity when applied to social and systemic challenges, can contribute to a
happier and healthier world.
I am interested in arts, crafts, literature, poetry, cinema and interlinking of cultures.
Have an exciting project where I could help you?
Or do you want to discuss a potential idea?
Well, all you have to do is click below.
Publications
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Srivastva, A., Sai Siddartha Maram, Magy Seif El-Nasr. ’A Fine Balance: Cultivating Compassion and Leadership through Games.’ (2022). [In Press]. Games for Change Asia-Pacific Journal. Carnegie Mellon University. Book.
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Mukund, V., Sharma, M., Srivastva, A., Sharma, R., Farber, M., Singh, N. C. (2022). Effects of a digital game-based course in building adolescents’ knowledge and social-emotional competencies. Games For Health.
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Korenblat, J., Srivastva, A., Finton, J., Pendyala, S. (2021). Basho Friends: Haiku as Play Verse for an Accessible Digital Humanities Experience. IDEAH Journal.
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Srivastva, A., Chatterjee Singh, N., Kumar Saini, A., Mukund, V., Sharma, R. (2020). Game Based Courses – Exploring New paradigms in Game-Based Learning. The Blue Dot Issue XII. Tech 2019: Special Issue. UNESCO MGIEP.
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Srivastva, A.(2019). Bury Me My Love: A Game-Based Course on Identity in Crisis. Medium.com. UNESCO MGIEP. Games for Learning.
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Srivastva, A. (2019). Social and Emotional Learning: Myths about SEL. The Blue Dot Issue X. UNESCO MGIEP.
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Srivastva, A., Kopparla, M. (2020).#14DaySELChallenge: Art Activities for Mindfulness and Well- being. UNESCO MGIEP.
Awards and Honours
Arts for Good Fellow 2021, Singapore International Foundation
Selected as 1 of the 32 fellows across the world as leaders who leverage arts and technology promote well-being amongst children and youth. Powered by Singapore International Foundation.
Conducted workshops in partnership with Nalandaway Foundation on art-integrated SEL and participated in the global intercultural programme.
Award Grantee, Gender Bender 2021, Goethe Institute
Selected as 1 of the 8 projects for a grant sponsored by Goethe Institute to develop a new media arts experience/ game prototype on the theme of gender.
The project is on "The Princess Can Save Herself," a subversive interactive media experience on gender stereotypes through a dialogue-based platformer game.
Winner, mBillionth Award 2018
Led the product development of KathaKhazana mobile application that won the
mBillionth award across South Asia for innovation in storytelling and for creating
India's first reading application in the early stage category during my tenure at Katha, India.
The award recognises social innovation across South Asia and is conferred by DEF, India,
in collaboration wiTh Facebook and World Summit Awards (WSA).
NASSCOM Social Innovation Forum, Shortlisted in the top 10
In the early stage of development of the product during my stint at Katha, India,
I pitched and present a product strategy and innovation plan at the national event.
World Summit Awards, 2018
During my stint at Katha, India as the Digital Products Manager,
the product KathaKhazana got nominated across the world in the "Education" category.
Women Who Design
Women Who Design is a Twitter directory of accomplished women in the design industry across
the world. I was included in the list as "product manager" amongst other talented women.