XR for Change

Games for Change launched the XR for Change initiative in 2017 to develop a community of practice for the use of immersive media to address real-world challenges, create empathy, and drive social change. The initiative seeks to encourage dialogue, foster collaboration between content creators, industry, and cause-based organizations, advance equity and inclusion, and inspire creative use of emerging technologies for social impact.
G4C also produces XR Immersive Arcades which exemplify how XR technologies are creating new forms of social impact and engagement in various industries, including education, health, civics, and entertainment. Past featured experiences have included Tree, Queerskins: A Love Story, AVEnueS, Traveling While Black, and Traverse.
If you are interested in G4C producing an immersive arcade for your organization or event please reach out to us at [email protected]

XR for Change: Talk and Play is a series of carefully curated gatherings that combine panel presentations and Q&A sessions with leading XR creators, opportunities to experience cutting-edge immersive media firsthand, and casual networking over refreshments. Talk and Play events offer exceptional opportunities to connect with the diverse innovators and changemakers who are at the frontier of using immersive experiences for positive social impact. 
Each event is curated to explore how immersive media is engaging with a specific social issue or sector — from education to healthcare, journalism to the humanities — and brings together participants from media, industry, education, the public sector, cause-based organizations and more who are shaping the future of the medium.  By bringing together these diverse communities, these events help forge cross-sector alliances that can further social change through new immersive technologies.

Each year, the day long XR4C Summit brings together more than 1100 participants — developers, storytellers, educators, researchers and others from fields including journalism, health, and education — for talks, workshops, and demos. Past presenters have included Tom Furness (Virtual World Society); Dr. Walter Greenleaf (Stanford University Virtual Human Interaction Lab); Chris Szymczak (UNICEF Innovation); Jessica Brillhart (Vrai Pictures); Nanea Reeves (TRIPP, Inc.); Nancy Baker Cahill (4th Wall); Mia Tramz (TIME); Lauren Burmaster (Oculus) and Joanna Popper (HP).


The XR Brain Jam, developed in collaboration with the Entertainment Technology Center at Carnegie Mellon University, pairs domain experts with XR game developers and charges them with exploring the intersection of their domains together. Teams work together for two and a half days to learn, discuss, explore, and create experiences that tackle questions that can improve the way we live and see the world.
Games for Change also produces similar jams for organizations throughout the world. Please reach out to [email protected] to find out more information!