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Games for Change

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uuid0006swc

Namestring
Games for Change
Legal namestring
Games for Change
Company typeenum
Private
Founded yearint
2004
Descriptiontext

Games for Change (G4C) is a U.S. 501(c)(3) nonprofit organization founded in 2004 and headquartered in New York, with a stated mission of empowering game creators, students, educators, and social innovators to drive real-world impact through games and immersive media. The organization operates a hybrid platform-and-program model: a curated directory of social impact games (spanning AAA titles such as Concrete Genie and GRIS to solo-developer projects), a free learning management platform called G4C Learn that hosts 70+ curriculum and professional development resources, the international Student Challenge game-design competition aligned with the UN Sustainable Development Goals, the Next-Gen Summit for underserved youth, the Game Plan educator professional-development program, the Verizon Innovative Learning Esports League, and the annual Games for Change Festival in New York drawing 2,000+ attendees.

Its underlying technology is built around the G4C Learn platform (a self-serve web-based LMS), the Student Arcade showcase for student-created games, and regional chapter infrastructure that delivers locally adapted programming across Africa, Hong Kong, Korea, and India. Reach metrics cited in 2025 include 75,000+ students across 91+ countries, 6,800+ impact games created, 100,000+ cumulative students through G4C Learn programs, and 7 chapters spanning 6 continents.

The business model is a nonprofit revenue stack: individual and institutional donations, corporate sponsorships (Unity, Tencent Games, GM, Take-Two Interactive, Verizon, Epic Games, Motorola Solutions Foundation, Riot Games), Festival ticket sales, and professional services revenue from program design, consulting, and executive production for gaming, tech, education, health, and social-sector partners. The majority of educational resources are offered free under a freemium model, while featured games are distributed via standard one-time licensing across varying price points. The go-to-market motion is community-led and event-driven, with flagship annual festivals, the Student Challenge competition, global Game Jams, and corporate and academic partnerships (Unity, ASU, London Games Festival) serving as primary distribution and credibility channels.

Short descriptiontext

Games for Change is a U.S. 501(c)(3) nonprofit founded in 2004 that runs the Games for Change Festival, the G4C Learn curriculum platform, and the Student Challenge competition to connect game creators, students, educators, and corporate partners in social-impact gaming programs.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersNew York, United States
HQ citystring
New York
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices2 records

Each record includes

City, Country, Type, Description, Source

Keyword5 values
social impact gaming, game-based learning, educational game design, youth game programs, nonprofit gaming community
Industry2 codes
1Game Development (Unity, Unreal, 2D/3D)
CodeEDAMACAEPrimaryYes
2Live Operations & Game Management (Events, Economy Tuning, Content Drops)
CodeMPAFAKACPrimaryNo
NAICS code1 code
  • Sports and Recreation Instruction611620
SIC code1 code
  • Services-Miscellaneous Amusement & Recreation7990
Product category
Social Impact Gaming and Game-Based Learning
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model4 records
1Donations and Contributions
TypeGrants Donations
Description

As a U.S. 501(c)(3) nonprofit organization, Games for Change relies on donations from individuals and organizations to support programs and operations.

gamesforchange.org
2Corporate Sponsorships
TypeGrants Donations
Description

Partnerships with gaming and tech companies (Unity, GM, Take-Two, Verizon, Epic, Endless, Motorola Solutions Foundation) who sponsor programs, events, and educational initiatives.

gamesforchange.org
3Festival and Event Revenue
TypeOthers
Description

Annual Games for Change Festival generates revenue through ticket sales for attendees to access talks, workshops, and networking opportunities.

gamesforchange.org
4Professional Services
TypeProfessional Services
Description

Program design, consulting, and executive production services offered to partners across sectors including gaming, tech, education, health, and social services.

gamesforchange.org
Marketing channels9 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels5 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Operations, Marketing or Sales, Technology or R&D, Others
Pricing details3 tiers
1Free educational resources
ModelFreemiumBilling cadenceMonthly
Notes

G4C Learn platform offers over 70 free resources including game-making tools, platform guides, professional development courses, and curriculum materials.

gamesforchange.org
2Featured game pricing
ModelOne time/ perpetual licenseBilling cadenceOne-time
Notes

Individual game prices range from free (Healing Spaces, Upstander) to $29.99 (Concrete Genie), with most titles between $2.99-$20.00.

gamesforchange.org
3Festival tickets
ModelSubscriptionBilling cadenceAnnual
Notes

2026 Festival tickets available for purchase for July 21-22 event at The Glasshouse in NYC.

gamesforchange.org
GTM typeB2B and B2C
B2B and B2C
Offering typeServices
Services
Brand1 of 6 records shown
1G4C Learn
Description

Youth education programs empowering students to become socially conscious digital storytellers and creators through game design, integrating STEAM skills with social-emotional learning.

learn.gamesforchange.org
+5 more records
Core offering1 text field

Games for Change operates a nonprofit ecosystem that curates social impact games, runs educational programs (G4C Learn) that teach youth game design aligned with UN Sustainable Development Goals, and convenes the industry through the annual Games for Change Festival. It also delivers professional services such as program design, consulting, and executive production to partners across gaming, tech, education, and social sectors.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 5 values shown
  • 75,000+ students reached through free game design curriculum in 2025
+4 more records
Product overview1 text field

Games for Change is a U.S. 501(c)(3) nonprofit organization that serves as both a curated platform and an educational program provider. The organization operates the Games for Change Festival as its flagship annual event, while G4C Learn houses its educational offerings including the Student Challenge competition, Game Plan for Educators professional development, Next-Gen Summit for Youth career exploration, and Verizon Innovative Learning Esports League. The core games directory curates social impact games like Concrete Genie, A Fold Apart, and GRIS. Additional programs include Projects & Programs (consulting services), Global Chapters (regional expansion across 6 continents), and Raising Good Gamers (family-focused initiative partnered with Tencent Games). The Student Arcade platform showcases competition winners. Together, these offerings create a comprehensive ecosystem supporting game creators, students, educators, and social innovators to drive real-world change through games and immersive media.

Product and service9 records
1Games for Change Festival
CategoryEvents / Conferences
Description

Annual flagship event bringing together social innovators and changemakers across sectors for curated talks, workshops, and networking opportunities; serving as the destination event for social impact gaming and immersive media for nearly two decades.

2G4C Learn
CategoryEducational Programs / Learning Platform
Description

Education programs empowering youth to become socially conscious digital storytellers and creators through game design, integrating STEAM skills with social-emotional learning; offers free curriculum, professional development courses, and over 70 resources.

3Student Challenge
CategoryCompetition / Educational Program
Description

Flagship international game design competition inviting youth to create digital games inspired by the UN Sustainable Development Goals, developing coding, digital design, collaboration, problem-solving, and systems thinking skills.

4Game Plan for Educators
CategoryProfessional Development / Education
Description

15-20 hour professional development program empowering educators to integrate games and play into classrooms and afterschool settings by adapting methods from the Games for Change Intro to Game Design Curriculum.

5Next-Gen Summit for Youth
CategoryEvents / Youth Programs
Description

Premier youth event designed to inspire and empower teens (ages 13-18) from underserved communities to explore careers in gaming and STEAM through inclusive skill-building workshops with industry professionals.

6Projects & Programs (Professional Services)
CategoryConsulting / Professional Services
Description

Professional services including program design, consulting, and executive production offered to partners across gaming, tech, education, health, and social sectors to develop programs, events, and content leveraging games and immersive experiences for social change.

7Raising Good Gamers
CategoryFamily Education / Initiative
Description

Programme helping families navigate young people's relationship with video games through research-based white papers and practical family-facing tools such as workshops and conversation guides, developed with Tencent Games.

8Student Arcade
CategoryOnline Game Showcase Platform
Description

Online platform showcasing winning and finalist games from the Student Challenge competition, allowing students to play and explore games created by their peers addressing real-world issues.

9Curated Social Impact Games Directory
CategoryGames Curation / Directory
Description

A curated selection of the best social impact games and immersive experiences, ranging from AAA titles (Concrete Genie, GRIS) to solo-developer projects; serves as the definitive discovery directory for impact gaming.

Scale indicator9 records

Each record includes

Type, Value, Description, Source

Partnership20 partners
Strategic tierFlagshipTypeStrategic or Co-development PartnerAnnounced on2026-04-15
Description

Partnership to expand the Raising Good Gamers initiative with new program to help families navigate positive play in video games. Includes white paper by Dr. Rachel Kowert and practical family-facing tools such as workshops and conversation guides.

2London Games Festival
Strategic tierFlagshipTypeStrategic or Co-development PartnerAnnounced on2026-02-05
Description

Partnership to host inaugural London Summit on April 15, 2026 as part of London Games Festival 2026, marking Games for Change's first UK edition. Summit will bring together industry professionals, educators, policymakers, and innovators.

gamesindustry.biz
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-06-27
Description

Partnership to promote game-based learning through research, microcredentials, and curriculum development. Collaboration aims to develop future-ready skills using digital literacy, creative coding, and media critique with pilot programs launching 2025-26.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

Four-year partnership providing professional-grade game development tools and resources. Includes Made with Unity award in Student Challenge, Unity Game Jam at Next-Gen Summit, and curriculum resources on G4C Learn platform. 314% increase in Unity submissions in 2025.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Partnership expanding Student Challenge to university students through Peaceformers Challenge and other programs designed for higher education institutions.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Integration of Student Challenge themes as optional tracks within existing Global Game Jam sites, enabling student teams at 129 game jams across 72 countries to connect to the global initiative.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Partnership for Peaceformers Challenge theme in Student Challenge, supporting conflict resolution and peacebuilding through game design.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Partnership for Nurture Yourself with Nature theme addressing climate anxiety through games exploring nature connection and mental health.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Partnership for Outplay Hunger theme in Student Challenge, addressing food security and hunger issues through game design.

Strategic tierMinorTypeStrategic or Co-development Partner
Description

UN-backed alliance of gaming companies adopting Nurture Yourself with Nature theme for Green Game Jam, engaging professional studios alongside student developers.

11GM
Strategic tierMinorTypeGTM or Marketing Partner
Description

Corporate sponsor supporting Games for Change programs and events.

Strategic tierMinorTypeGTM or Marketing Partner
Description

Corporate sponsor supporting Games for Change programs and events.

Strategic tierMinorTypeGTM or Marketing Partner
Description

Corporate sponsor supporting Verizon Innovative Learning Esports League and other programs.

Strategic tierMinorTypeGTM or Marketing Partner
Description

Corporate sponsor supporting Games for Change programs and events.

Strategic tierMinorTypeGTM or Marketing Partner
Description

Corporate foundation sponsor supporting STEM education and workforce development programs.

Strategic tierMinorTypeStrategic or Co-development Partner
Description

Partnership creating VR experiences for social impact, including projects like Upstander and Lutaw.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

South African impact-focused gaming company whose leadership helped establish Games for Change Africa chapter. Led by Glenn Gillis (Chapter Chair & CEO) and Program Director Amy Duncan.

18AVIJOZI
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Festival focused on film, animation, VFX, gaming, and AI. Partnered with G4C Africa to host Change Jam for youth in September.

gamesforchange.org
Strategic tierMinorTypeGTM or Marketing Partner
Description

Partner supporting Africa Games Week festival with panels, talks, and game development sessions.

20AVIJIJOZI
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Festival partner for Africa Games Week hosting G4C Africa programming including Best Impact Game in Africa award.

gamesforchange.org
Recent move7 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight6 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Largest global game jam network running 129+ sites in 72+ countries; G4C integrates Student Challenge themes as optional tracks within Global Game Jam. Comparable community-driven game creation model and global youth reach.

TypeEmerging player
Description

Educational game developer creating impact-driven learning games for schools and museums; Game Plan alumni ecosystem overlaps with Filament's educator clients. Comparable on the educational game production and distribution side.

TypeBroad incumbent
Description

Established educational games and animated content provider for K-12 classrooms. Overlaps with G4C Learn in delivering gamified educational content to schools, but operates as a commercial subscription product.

TypeDirect peer
Description

Nonprofit pioneering game-based learning and playful pedagogy in schools; closely aligned with G4C's educator professional development (Game Plan) and student programs. Comparable target customer (educators and youth) and pedagogical approach.

TypeBroad incumbent
Description

Largest nonprofit promoting computer science education, including game-design-themed Hour of Code tutorials. Targets the same K-12 educator and student base as G4C Learn but at significantly larger scale and broader STEM scope.

TypeEmerging player
Description

Independent studio producing socially impactful narrative games (e.g., Never Alone, Beyond Blue). Comparable as a mission-driven impact game maker whose titles could be featured in G4C's curated games directory.

TypeBroad incumbent
Description

Leading nonprofit on children's media and family digital wellness, including gaming guidance. Directly comparable to G4C's Raising Good Gamers initiative (Tencent partnership) on family-facing healthy gaming content.

TypeDirect peer
Description

Justice Sandra Day O'Connor's nonprofit producing free civic education games for classrooms. Closely aligned as a games-for-impact nonprofit serving educators and students, with school-distribution channels comparable to G4C Learn.

TypeDirect peer
Description

NYC-based nonprofit empowering youth to create with technology, including game design and coding. Similar mission, audience (underserved youth), and educational program structure as G4C Learn.

TypeDirect peer
Description

Nonprofit that creates educational games and learning tools for underserved youth, mirroring G4C's social-impact-through-games mission. Both organizations co-develop programs (e.g., Peaceformers Challenge) and target similar student and educator segments.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks5 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers4 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment5 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile5 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Feature3 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles5 records

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Name, Designation, Designation category, Overview, Profile commentary, Source

Subsidiaries5 records

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Name, Acquired on, Relationship type, Type, Business focus

No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Games for Change

Social Impact Gaming and Game-Based Learninggamesforchange.org

Games for Change is a U.S. 501(c)(3) nonprofit founded in 2004 that runs the Games for Change Festival, the G4C Learn curriculum platform, and the Student Challenge competition to connect game creators, students, educators, and corporate partners in social-impact gaming programs.

What Games for Change does

Games for Change (G4C) is a U.S. 501(c)(3) nonprofit organization founded in 2004 and headquartered in New York, with a stated mission of empowering game creators, students, educators, and social innovators to drive real-world impact through games and immersive media. The organization operates a hybrid platform-and-program model: a curated directory of social impact games (spanning AAA titles such as Concrete Genie and GRIS to solo-developer projects), a free learning management platform called G4C Learn that hosts 70+ curriculum and professional development resources, the international Student Challenge game-design competition aligned with the UN Sustainable Development Goals, the Next-Gen Summit for underserved youth, the Game Plan educator professional-development program, the Verizon Innovative Learning Esports League, and the annual Games for Change Festival in New York drawing 2,000+ attendees.

Its underlying technology is built around the G4C Learn platform (a self-serve web-based LMS), the Student Arcade showcase for student-created games, and regional chapter infrastructure that delivers locally adapted programming across Africa, Hong Kong, Korea, and India. Reach metrics cited in 2025 include 75,000+ students across 91+ countries, 6,800+ impact games created, 100,000+ cumulative students through G4C Learn programs, and 7 chapters spanning 6 continents.

The business model is a nonprofit revenue stack: individual and institutional donations, corporate sponsorships (Unity, Tencent Games, GM, Take-Two Interactive, Verizon, Epic Games, Motorola Solutions Foundation, Riot Games), Festival ticket sales, and professional services revenue from program design, consulting, and executive production for gaming, tech, education, health, and social-sector partners. The majority of educational resources are offered free under a freemium model, while featured games are distributed via standard one-time licensing across varying price points. The go-to-market motion is community-led and event-driven, with flagship annual festivals, the Student Challenge competition, global Game Jams, and corporate and academic partnerships (Unity, ASU, London Games Festival) serving as primary distribution and credibility channels.

Games for Change firmographics

Firmographics
Name
Games for Change
Legal name
Games for Change
Website
https://gamesforchange.org
Company type
Private
Founded year
2004
Operating status
Operating
Headcount range
11–50 employees
Short description
Games for Change is a U.S. 501(c)(3) nonprofit founded in 2004 that runs the Games for Change Festival, the G4C Learn curriculum platform, and the Student Challenge competition to connect game creators, students, educators, and corporate partners in social-impact gaming programs.
Ownership category
akta.pro rank

Games for Change industry classification

Industry
Product category
Social Impact Gaming and Game-Based Learning
NAICS
Sports and Recreation Instruction (611620)
SIC
Services-Miscellaneous Amusement & Recreation (7990)
akta.pro primary industry
Game Development (Unity, Unreal, 2D/3D) (EDAMACAE)
akta.pro secondary industry
Live Operations & Game Management (Events, Economy Tuning, Content Drops) (MPAFAKAC)

Keywords

  • Social impact gaming
  • Game-based learning
  • Educational game design
  • Youth game programs
  • Nonprofit gaming community

Where Games for Change is headquartered

Location

Headquarters

HQ city
New York
HQ country
United States
HQ region
North America

Offices2 records

Markets served

Games for Change business model

Business model
GTM type
B2B and B2C
Offering type
Services
Cost components
Personnel, Operations, Marketing or Sales, Technology or R&D, Others

Revenue model

  1. Donations and Contributions: As a U.S. 501(c)(3) nonprofit organization, Games for Change relies on donations from individuals and organizations to support programs and operations.
  2. Corporate Sponsorships: Partnerships with gaming and tech companies (Unity, GM, Take-Two, Verizon, Epic, Endless, Motorola Solutions Foundation) who sponsor programs, events, and educational initiatives.
  3. Festival and Event Revenue: Annual Games for Change Festival generates revenue through ticket sales for attendees to access talks, workshops, and networking opportunities.
  4. Professional Services: Program design, consulting, and executive production services offered to partners across sectors including gaming, tech, education, health, and social services.

Pricing tiers

ModelBillingPrice
FreemiumMonthlyFree educational resources
One time/ perpetual licenseOne-timeFeatured game pricing
SubscriptionAnnualFestival tickets

Go-to-market motion2 records

Distribution channels5 records

Marketing channels9 records

Games for Change product offering

Product offering

Core offering

Games for Change operates a nonprofit ecosystem that curates social impact games, runs educational programs (G4C Learn) that teach youth game design aligned with UN Sustainable Development Goals, and convenes the industry through the annual Games for Change Festival. It also delivers professional services such as program design, consulting, and executive production to partners across gaming, tech, education, and social sectors.

Product overview

Games for Change is a U.S. 501(c)(3) nonprofit organization that serves as both a curated platform and an educational program provider. The organization operates the Games for Change Festival as its flagship annual event, while G4C Learn houses its educational offerings including the Student Challenge competition, Game Plan for Educators professional development, Next-Gen Summit for Youth career exploration, and Verizon Innovative Learning Esports League. The core games directory curates social impact games like Concrete Genie, A Fold Apart, and GRIS. Additional programs include Projects & Programs (consulting services), Global Chapters (regional expansion across 6 continents), and Raising Good Gamers (family-focused initiative partnered with Tencent Games). The Student Arcade platform showcases competition winners. Together, these offerings create a comprehensive ecosystem supporting game creators, students, educators, and social innovators to drive real-world change through games and immersive media.

Differentiator

Problem solved

Functional benefit

Brands

  • G4C Learn: Youth education programs empowering students to become socially conscious digital storytellers and creators through game design, integrating STEAM skills with social-emotional learning.
  • G4C Student Challenge
  • Next-Gen Summit
  • Game Plan
  • Raising Good Gamers
  • G4C Festival

Products and services

  • Games for Change Festival Annual flagship event bringing together social innovators and changemakers across sectors for curated talks, workshops, and networking opportunities; serving as the destination event for social impact gaming and immersive media for nearly two decades.
  • G4C Learn Education programs empowering youth to become socially conscious digital storytellers and creators through game design, integrating STEAM skills with social-emotional learning; offers free curriculum, professional development courses, and over 70 resources.
  • Student Challenge Flagship international game design competition inviting youth to create digital games inspired by the UN Sustainable Development Goals, developing coding, digital design, collaboration, problem-solving, and systems thinking skills.
  • Game Plan for Educators 15-20 hour professional development program empowering educators to integrate games and play into classrooms and afterschool settings by adapting methods from the Games for Change Intro to Game Design Curriculum.
  • Next-Gen Summit for Youth Premier youth event designed to inspire and empower teens (ages 13-18) from underserved communities to explore careers in gaming and STEAM through inclusive skill-building workshops with industry professionals.
  • Projects & Programs (Professional Services) Professional services including program design, consulting, and executive production offered to partners across gaming, tech, education, health, and social sectors to develop programs, events, and content leveraging games and immersive experiences for social change.
  • Raising Good Gamers Programme helping families navigate young people's relationship with video games through research-based white papers and practical family-facing tools such as workshops and conversation guides, developed with Tencent Games.
  • Student Arcade Online platform showcasing winning and finalist games from the Student Challenge competition, allowing students to play and explore games created by their peers addressing real-world issues.
  • Curated Social Impact Games Directory A curated selection of the best social impact games and immersive experiences, ranging from AAA titles (Concrete Genie, GRIS) to solo-developer projects; serves as the definitive discovery directory for impact gaming.

Quantifiable outcome

  • 75,000+ students reached through free game design curriculum in 2025
  • +4 more outcomes

Companies that use Games for Change

Customer profile

Named customers4 records

Segments5 records

Ideal customer profiles5 records

Games for Change technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature3 records

Games for Change partnerships and signals

Strategic signal

Partnerships

20 partnerships are on record, tiered flagship, core and minor.

  • Tencent GamesflagshipStrategic or Co-development Partner · 15 April 2026Partnership to expand the Raising Good Gamers initiative with new program to help families navigate positive play in video games. Includes white paper by Dr. Rachel Kowert and practical family-facing tools such as workshops and conversation guides.
  • London Games FestivalflagshipStrategic or Co-development Partner · 5 February 2026Partnership to host inaugural London Summit on April 15, 2026 as part of London Games Festival 2026, marking Games for Change's first UK edition. Summit will bring together industry professionals, educators, policymakers, and innovators.
  • Arizona State UniversitycoreStrategic or Co-development Partner · 27 June 2025Partnership to promote game-based learning through research, microcredentials, and curriculum development. Collaboration aims to develop future-ready skills using digital literacy, creative coding, and media critique with pilot programs launching 2025-26.
  • UnityflagshipStrategic or Co-development PartnerFour-year partnership providing professional-grade game development tools and resources. Includes Made with Unity award in Student Challenge, Unity Game Jam at Next-Gen Summit, and curriculum resources on G4C Learn platform. 314% increase in Unity submissions in 2025.
  • Endless NetworkcoreStrategic or Co-development PartnerPartnership expanding Student Challenge to university students through Peaceformers Challenge and other programs designed for higher education institutions.
  • Global Game JamcoreStrategic or Co-development PartnerIntegration of Student Challenge themes as optional tracks within existing Global Game Jam sites, enabling student teams at 129 game jams across 72 countries to connect to the global initiative.
  • Whitaker Peace & Development InitiativecoreStrategic or Co-development PartnerPartnership for Peaceformers Challenge theme in Student Challenge, supporting conflict resolution and peacebuilding through game design.
  • Earthwatch EuropecoreStrategic or Co-development PartnerPartnership for Nurture Yourself with Nature theme addressing climate anxiety through games exploring nature connection and mental health.
  • World Food Program USAcoreStrategic or Co-development PartnerPartnership for Outplay Hunger theme in Student Challenge, addressing food security and hunger issues through game design.
  • Playing for the PlanetminorStrategic or Co-development PartnerUN-backed alliance of gaming companies adopting Nurture Yourself with Nature theme for Green Game Jam, engaging professional studios alongside student developers.
  • GMminorGTM or Marketing PartnerCorporate sponsor supporting Games for Change programs and events.
  • Take-Two InteractiveminorGTM or Marketing PartnerCorporate sponsor supporting Games for Change programs and events.
  • VerizonminorGTM or Marketing PartnerCorporate sponsor supporting Verizon Innovative Learning Esports League and other programs.
  • Epic GamesminorGTM or Marketing PartnerCorporate sponsor supporting Games for Change programs and events.
  • Motorola Solutions FoundationminorGTM or Marketing PartnerCorporate foundation sponsor supporting STEM education and workforce development programs.
  • Oculus VR for GoodminorStrategic or Co-development PartnerPartnership creating VR experiences for social impact, including projects like Upstander and Lutaw.
  • Sea MonstercoreStrategic or Co-development PartnerSouth African impact-focused gaming company whose leadership helped establish Games for Change Africa chapter. Led by Glenn Gillis (Chapter Chair & CEO) and Program Director Amy Duncan.
  • AVIJOZIminorStrategic or Co-development PartnerFestival focused on film, animation, VFX, gaming, and AI. Partnered with G4C Africa to host Change Jam for youth in September.
  • XsollaminorGTM or Marketing PartnerPartner supporting Africa Games Week festival with panels, talks, and game development sessions.
  • AVIJIJOZIminorStrategic or Co-development PartnerFestival partner for Africa Games Week hosting G4C Africa programming including Best Impact Game in Africa award.

Scale indicators9 records

Recent moves7 records

Expansion highlights6 records

Games for Change competitors and assessment

Company assessment

Direct peers

  • Global Game Jam: Largest global game jam network running 129+ sites in 72+ countries; G4C integrates Student Challenge themes as optional tracks within Global Game Jam. Comparable community-driven game creation model and global youth reach.
  • Institute of Play: Nonprofit pioneering game-based learning and playful pedagogy in schools; closely aligned with G4C's educator professional development (Game Plan) and student programs. Comparable target customer (educators and youth) and pedagogical approach.
  • iCivics: Justice Sandra Day O'Connor's nonprofit producing free civic education games for classrooms. Closely aligned as a games-for-impact nonprofit serving educators and students, with school-distribution channels comparable to G4C Learn.
  • Mouse (formerly MOUSE.org): NYC-based nonprofit empowering youth to create with technology, including game design and coding. Similar mission, audience (underserved youth), and educational program structure as G4C Learn.
  • Endless Network: Nonprofit that creates educational games and learning tools for underserved youth, mirroring G4C's social-impact-through-games mission. Both organizations co-develop programs (e.g., Peaceformers Challenge) and target similar student and educator segments.

Emerging players

  • Filament Games: Educational game developer creating impact-driven learning games for schools and museums; Game Plan alumni ecosystem overlaps with Filament's educator clients. Comparable on the educational game production and distribution side.
  • E-Line Media: Independent studio producing socially impactful narrative games (e.g., Never Alone, Beyond Blue). Comparable as a mission-driven impact game maker whose titles could be featured in G4C's curated games directory.

Broad incumbents

  • BrainPOP: Established educational games and animated content provider for K-12 classrooms. Overlaps with G4C Learn in delivering gamified educational content to schools, but operates as a commercial subscription product.
  • Code.org: Largest nonprofit promoting computer science education, including game-design-themed Hour of Code tutorials. Targets the same K-12 educator and student base as G4C Learn but at significantly larger scale and broader STEM scope.
  • Common Sense Media: Leading nonprofit on children's media and family digital wellness, including gaming guidance. Directly comparable to G4C's Raising Good Gamers initiative (Tencent partnership) on family-facing healthy gaming content.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks5 records

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Frequently asked questions about Games for Change

What does Games for Change do?

Games for Change operates a nonprofit ecosystem that curates social impact games, runs educational programs (G4C Learn) that teach youth game design aligned with UN Sustainable Development Goals, and convenes the industry through the annual Games for Change Festival. It also delivers professional services such as program design, consulting, and executive production to partners across gaming, tech, education, and social sectors.

Is Games for Change a public or private company?

Games for Change is a private company. It is classified as nonprofit foundation owned and is currently operating.

When was Games for Change founded?

Games for Change was founded in 2004. It employs 11 to 50 people.

Where is Games for Change based?

Games for Change is headquartered in New York, United States, in the North America region.

How does Games for Change make money?

Four revenue lines are on record. Donations and Contributions are the primary driver. The others are corporate Sponsorships, festival and Event Revenue and professional Services.

Who are Games for Change's main competitors?

Direct peers on record are Global Game Jam, Institute of Play, iCivics, Mouse (formerly MOUSE.org) and Endless Network. Emerging players are Filament Games and E-Line Media. Broad incumbents are BrainPOP, Code.org and Common Sense Media.

Does Games for Change have an API?

No public API is recorded for Games for Change.

What industry is Games for Change in?

Games for Change's product category is Social Impact Gaming and Game-Based Learning. Its primary akta.pro industry code is EDAMACAE, Game Development (Unity, Unreal, 2D/3D), with a secondary code of MPAFAKAC, Live Operations & Game Management (Events, Economy Tuning, Content Drops). Its NAICS code is 611620 and its SIC code is 7990.

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Live signals
VarietyWhy Parents Are Still Afraid of Video Games After 50 Years and How a Gaming Nonprofit’s New Workshops Are Trying to HelpGames for Change released research in July showing that parents' concerns about video games in 2026 remain largely unchanged from 50 years ago, with negative sentiment about gaming outweighing positive by more than 5:1 on social media despite research findings that these concerns are misaligned with actual evidence. The nonprofit's 'Raising Good Gamers' initiative launched a pilot parent workshop where 82% of participants reported feeling more confident discussing gaming with their children, and will expand to in-person events across the U.S. and U.K. plus online webinars this September using Dr. Rachel Kowert's 'SPACE' framework (Show up with curiosity, Play together, Adjust for context, Cultivate digital citizenship, and Establish boundaries together).GamesIndustry.bizGames for Change Festival to expand and move to new citiesGames for Change (G4C), a New York-based nonprofit, has announced its annual festival will be hosted in new cities during odd-numbered years, beginning with Arizona in 2027 through a partnership with Arizona State University. The partnership includes access to ASU's Endless Games and Learning Lab for participants and collaboration on AI and game-based learning research. The festival will return to New York in even-numbered years and resume a three-day format following increased attendance of approximately 1,000 in-person visitors.Pocket Gamer.bizGames for Change publishes white paper on family gaming and wellbeingGames for Change published a white paper encouraging parents to engage more with children's gaming, introducing the SPACE framework. It found 89% of US teens play with others and 49% say games help them stay connected. Workshops will launch in September in the US and UK, with a global rollout planned for 2027.GamesIndustry.bizGames for Change report aims to ground parental gaming concerns in "evidence rather than fear"Games for Change (G4C), a non-profit organization, has published a white paper titled 'Raising Good Gamers: What Families Need to Know About Video Games and Well-Being' authored by research director Dr Rachel Kowert, aiming to shift parental concerns about video games from fear-driven narratives to evidence-based understanding. The report, backed by Tencent Games, advocates looking beyond time-played metrics and proposes a balanced view of healthy gaming that considers quality of experience and family engagement. G4C is implementing the research through workshops where families create video gaming agreements, with launches planned across the US and UK this September and global expansion for 2027.PR NewswireThe Secret to Healthy Video Gaming at Home: Asking Better QuestionsGames for Change published a white paper titled 'Raising Good Gamers' at its annual festival in New York, revealing that nearly 60% of children want greater parental involvement in their video gaming lives. The research draws on analysis of nearly 200,000 media articles and social posts across 15 countries and introduces a SPACE framework offering practical guidance for families. The Raising Good Gamers program, supported by Tencent Games, will launch workshops in the U.S. and U.K. in September 2026 before expanding globally in 2027.PR NewswireThe Secret to Healthy Video Gaming at Home: Asking Better QuestionsGames for Change released a white paper on healthy video gaming, finding nearly 60% of children want more parental involvement. The paper introduces the SPACE framework and a program launching workshops in September, with global expansion planned for 2027.Games PressGames for Change Announces 2026 Special Award WinnersGames for Change announced its 2026 special award winners on June 25, 2026, honoring Jenn Panattoni, thatgamecompany, and SpecialEffect. The awards recognize contributions to social impact, with the ceremony held on July 21. Tickets are available until July 5.Pocket Gamer.bizGather-2-Gether wins Roblox and Games for Change challenge focused on positive playRoblox announced Gather-2-Gether as the winner of its Encouraging Positive Connection and Wellbeing Challenge, with a $15,000 prize. The runner-up, Island of Communion, won $10,000. Both games will be showcased at the 2026 Games for Change Festival in New York City.PR NewswireGames for Change and Tencent Games expand Raising Good Gamers with new programme to help families navigate positive play in video gamesGames for Change, in partnership with Tencent Games, announced the launch of a new programme building on the Raising Good Gamers initiative to help families navigate young people's relationship with video games. The programme includes a white paper authored by Dr. Rachel Kowert based on new global research across 15 countries, alongside practical family-facing tools such as workshops and conversation guides developed by Games for Change. Following a successful pilot workshop in the US in March, the roll-out is planned for the US and UK in September with broader international expansion covering the Middle East next year.Pocket Gamer.bizGames for Change and Tencent expand Raising Good Gamers initiative to support familiesGames for Change and Tencent Games expanded their Raising Good Gamers initiative to help families navigate positive play in games. The partnership includes a white paper on gaming and well-being, with workshops and conversation guides for schools and youth organizations. A pilot was conducted in the US in March, with wider rollout planned for the US and UK in September.