
Games for Change
New York nonprofit that promotes games for social impact through its annual festival and awards, learning programmes and regional chapters.
Documents
Games for Change: 2025 Impact Report
Games for Change (G4C), a nonprofit that has promoted games for real-world change since 2004, reports on its 2025 activities across education, social responsibility, global community building, and finances.
- Students across 91 countries engaged with G4C's programs, and for the first time most G4C Awards submissions came from outside the United States.
- The 2025 Awards received 779 submissions from 55 countries, and 61% of them came from outside the U.S.
- The Student Challenge has grown over the past decade to reach 75,000+ students and receive 6,600+ game submissions.
Games & SDG Summit Report 2024
The Games & SDG Summit Report 2024 covers the Second Annual Games and SDG Summit, held on October 29, 2024 at the United Nations in New York, bringing together game industry leaders and UN agencies.
- The Gender Equality working group reports that an estimated 45% of gamers and 23% of game developers are women.
- The Gender Equality working group states that male characters speak twice as much as female characters in games.
- The Mental Health working group reports that fifty percent of U.S. teens and 15% of adolescents globally report mental health issues.
2024 Impact Report
Games for Change (G4C) is a nonprofit working at the intersection of games, immersive media and social impact.
- The 2024 Games for Change Festival drew 2,300 attendees and 158 speakers from 14 countries, and the report describes it as the world's largest event dedicated to games, immersive media and impact.
- 16,000 students participated in the G4C Student Challenge in 2024, which has become the largest student-facing game design challenge in the U.S.
- The second Games and SDG Summit at the UN in 2024 had 180 cross-sector participants from 130+ organizations across 15 countries.
XR for Change Impact Report 2023: Results of Impact and Engagement Research and Comparison Study
The XR for Change Impact Report 2023, produced by Games for Change, presents research by Jan Plass and Bruce Homer that evaluated the impact and audience engagement of the VR documentary On the Morning You Wake (OTMYW), a three-part piece about people in Hawai'i who experienced a ballistic missile notification.
- Two-thirds of participants said they were likely or very likely to seek further information about the nuclear weapons threat, with 67% at open-to-the-public activations, 61% at private events and 63% in museums.
- A majority of participants reported intending to take further action, with 78% in museums, 77% at private events and 72% at open-to-the-public activations.
- In the comparison study, more VR participants self-reported feeling inspired (41.0%) than 2D participants (22.7%), and more reported feeling energized (20.5% versus 5.7%).
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