This joint paper and presentation covered three of Tate's recent projects that used gaming and social media as key engagement mechanics to address the needs of young audiences. Sarah Toplis and Sharna Jackson provided honest insights into their approaches, technical considerations, what worked, what failed and whether objectives were acheived. Projects: The Hello Cube: an interactive digital installation inspired by the work of Kusama, which responded to physical movement and sound in Tate Modern as well as commands sent to it via Twitter. Wondermind: a suite of games and interactive videos that tie art and science into Lewis Caroll's Alice in Wonderland to bring concepts of neuroscience to life. Underworld: an experiment in online interactive storytelling, a small Alternate Reality Game-esque experience. A story, told through twitter, in which the audience could influence the outcome if they asked the right (or enough) questions. Presenters: Sharna Jackson, Editor, Tate Kids, Tate Sarah Toplis, Commissioning Editor, Tate Collectives, Tate Presented Thursday, Nov 8, 2012 at the Museum Computer Network Conference in Seattle, WA. mcn.edu