SUGGEST A TALK, MINI-TALK OR PANEL REGISTRATION BEGINS IN MARCH SUBMIT YOUR GAME FOR AN AWARD
EXPLORE THE POSITIVE POWER OF DIGITAL GAMES IN 2 DAYS OF INTERACTIVE WORKSHOPS, PANELS AND KEYNOTES, AND THE FIRST-EVER G4C EXPO FEATURING GAMES AND GAMING TECH. THE FESTIVAL BRINGS TOGETHER LEADERS IN EDUCATION, HEALTHCARE, TECHNOLOGY, GAMING AND SOCIAL CHANGE.
THE 2016 G4C FESTIVAL FEATURES PROGRAMS ACROSS 3 TRACKS:
1
GAMES FOR LEARNING SUMMIT
Building on the first G4C Games for Learning Summit, co-hosted with the U.S. Department of Education and supported by the Entertainment Software Association in 2015, this year's Summit will bring more brain-power and expertise to the table to explore the potential of games in education. We will explore new sustainable business models for developers and the future of educational assessments. Developers and educators will share promising case studies and demonstrate their latest and greatest ed tech, games and platforms at the Festival's
first-ever G4C expo.
2
HEALTH & NEUROGAMING
New at this year’s festival: a whole track dedicated to Neurogaming and Health. Recent advances in science and technology enable innovative collaborations between researchers and game makers to produce games for impact with remarkably measureable outcomes. We will explore interactive experiences that aim to improve our brains and bodies, with focus on biofeedback interfaces, cognitive skills, disability assistance, augmenting physical capacity, fitness, and much more.
3
CIVICS & SOCIAL CHANGE
The ability of games to inspire empathy and understanding continues to make them a powerful tool for bringing people together, helping bridge the gaps between different perspectives. The Civics and Social Issues Track highlights the medium's ability to engage with contemporary concerns on matters of social justice and responsible citizenship. Speakers will range from independent developers communicating through passion projects to large studios developing ambitious online multiplayer games, and social innovators who are utilizing games as a means to affect global change.
THE VENUE