G4C is dedicated to growing the community of game designers, researchers, funders, government agencies, non-profits and educators who believe in games for impact. G4C has recently taken a special interest in the potential of VR/AR/MR for those communities and is committed to a year-round initiative to help foster innovation in using those cutting edge technologies for impact.
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.
XR FOR CHANGE SUMMIT
The inaugural XR for Change Summit was held on August 2, 2017 during the 14th annual Games for Change Festival in New York City. This innovative event focused on advancing virtual technologies for positive social change, bringing together developers, artists, storytellers, journalists, researchers, activists and policymakers. The event is now known as the XR for Change Summit to encompass other realities and will be held on June 30, 2018.
XR Brain Jam
The XR Brain Jam brings together social impact organizations, neuroscientists and XR developers to create new emerging reality experiences to tackle social and civics issues, education and health.
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 is the largest full-service education and entertainment game development company in the United States. Since 2002, they’ve worked to create interactive experiences that delight and inspire players of all ages across all platforms.
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.