Gaming is a rapidly growing and evolving field, driven by emerging technologies that are transforming the way we collaborate and communicate with each other. Through the special initiatives and programs featured below, Games for Change is fostering communities of practice for people of all ages to collaboratively design the future of gaming, today.

XR for Change

XR for Change (XR4C) supports the rapidly-growing sector at the intersection of immersive technologies and impact. Since 2017, G4C has been exploring how XR technologies can address real-world challenges and drive social change.

Programs and services include consulting and executive producing, running impact campaigns, developing curriculum, and conducting field-building research. These activities exemplify how emerging technologies can be used in healthcare, education, entertainment, civic engagement, and workforce development.

In 2021, Games for Change premiered their first executive-produced virtual reality documentary titled On the Morning You Wake (to the End of the World). Using this award-winning virtual reality experience as a case study to understand how VR can be used as a tool for audience impact and informal learning, Games for Change released Deepening Engagement and Learning Impact through Virtual Reality Activations. This resource includes best practices for producing VR impact campaigns and showcases research gathered from multiple VR screenings around the world. Read our 2023 XR4C White Paper Now!


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Raising Good Gamers

The promise and potential of video games and new media as spaces of learning, social exchange, and civic engagement among youth will not be realized without a shared public agenda addressing the growing problem of toxicity online. While policies and infrastructures have long been in place to assure safe, public playgrounds for kids in the real world, no such approaches exist for the online playgrounds where young people spend increasing amounts of time.

Raising Good Gamers, developed in partnership with Connected Learning Lab, implicates us all in developing a response: designers, technologists, activists, researchers, funders, academics, parents, and educators. How might we create and support gaming communities that cultivate empathetic, compassionate, and civically engaged kids? What might it look like to develop youth’s socio-emotional capacities to positively shape the climate of gaming clubs and communities? What role can the design of video games, gaming communities, and associated technologies play in mitigating abuse? How do we build the foundations of a healthy community directly into the platforms and communities themselves? The goal of RGG is to create a sustainable movement that can change the culture of online gaming for everyone.

Learn more on the Raising Good Gamers website. 

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