XR for Change

XR for Change (XR4C) – convenes the community of practice, incubates new projects and advocates for XR (VR, AR, MR) applications as drivers of social change, and sparks partnerships between content creators, hardware and software companies and cause- based organizations.


The first-ever XR for Change Summit was held on August 2 at the 14th annual Games for Change Festival in New York City. This unprecedented event focused on advancing virtual technologies for positive social change, bringing together developers, artists, storytellers, journalists, researchers, activists and policymakers. The next XR for Change Summit will be held on June 30th, 2018.

XR Brain Jam

G4C chose the challenge topic and sought partnership with the Migration Policy Institute to launch a design challenge that invited people to submit game concepts that address migration and emphasize integration issues. G4C developed the challenge, raised funds for program execution and prizes, recruited partners, led all promotion, and managed the competition and judging. The challenge was funded by the Lounsbery Foundation.

Industry Circle

We are pleased to announce the members of the 2018 Games for Change Industry Circle. This program acknowledges the achievements and opportunities in the impact games sector by highlighting leading studios that have made a significant contribution to our community.


E-Line’s consumer games are designed to fire the imagination, catalyze curiosity and create gateways to new ideas, themes and interests. Their game-infused learning programs enable pathways of learning from middle school through college and beyond. The company’s game-based-learning offerings have been used in over 10,000 schools and after-school programs with hundreds of thousands of students.


Classcraft reimagines any classroom as an adventure. Acting as a gamified layer around a teacher’s existing curriculum, Classcraft is positioned to meet students culturally while solving real challenges in education, like student motivation, classroom management, and bullying. Classcraft is used in 75 countries and 10 languages by over 2.5 million teachers, students, and parents.


Filament Games is a production studio that exclusively creates learning games. The company’s games combine best practices in commercial game development with key concepts from the learning sciences. They have an award-winning suite of science games that have been implemented in districts across the country.

Schell Games

Schell Games is a full-service game design and development company, which specializes in creating transformational games and innovative, interactive experiences. Schell Games has completed numerous projects for Fortune 100 companies, such as The Walt Disney Company and Microsoft Corporation, and have worked with some of the world’s most respected brands.


Triseum’s mission is to inspire students to succeed through game-based learning. They pursue this mission by combining commercial game development experience with deep educational expertise to create revolutionary ways for students to learn. They grew out of the LIVE Lab at Texas A&M University which is why education will always remain at the heart of this gaming company. Since then, they have partnered with industry leading experts in gaming and instructional design dedicated to building the highest quality educational video games.


Yogome creates learning through fun and engaging game-based curriculum and captivating characters. More than 1,000 mini games and six different apps comprise this personalized learning platform certified by Yale’s Play2Prevent Lab. They are adding new content to the platform every month in eight different subject for grades kindergarten through fifth, available in English, Spanish, Portuguese, and Simplified Chinese.