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Existing comment: Embracing the Power of Play

Socially conscious games, shaping a more inclusive future

Imagine a typical ‘gamer'. Who comes to mind? Contrary to popular belief, the average gamer in the US is 35-44 years old and 41% of players identify as women. In fact, 75% of all U.S. households have at least one person who plays games*. In the 50 years since video games first entered our living rooms, the medium has matured beyond a popular form of entertainment. As technology continues to advance, games for impact are embedding themselves across every industry, making a difference in how we live, work, and play.

About Games For Change

Founded in 2004, the Games for Change (G4C) mission is to empower games developers, XR creators and social innovators to drive real world change through games and immersive media. G4C's signature program is the annual Games for Change Festival, which virtually welcomed 6,800 registrations and participants in 2020. G4C has numerous programs that advance serious gaming and learning initiatives, including the Games for Change Student Challenge -- a national game design competition for public middle and high school students that has reached over 32,000 students over the last 5 years. *Entertainment Software Association, 2020 Essential Facts.

DISCOVER: Gaining Knowledge Games have become a powerful medium in and out of the classroom. They give educators new and creative ways to engage students and increase cultural awareness. On the research end, games are being used to predict trends and solve the world's most pressing problems. With these methods of learning becoming more mainstream, through what means can we continue society's universal quest to uncover the unknown and reinvent how we think, learn and receive knowledge?

CONNECT: Fostering Community Some experts show concern for increased time spent on screens, noting that it disconnects us from the world. However, the social value that we gain from digital interaction allows us to celebrate newfound opportunities for the human bond, and break the confines of physical spaces. As games give us more creative agency, we step outside the walls of our devices and build purposeful connections with players across the world.

GROW: Advancing Health With digital medicine becoming part of everyday life, games are reshaping how society experiences treatment, comfort, and fitness in their own homes; the possibilities for what comes next are limitless. Currently, games are being used to treat disorders, offer rehabilitation and deepen conversations about mental health. As we continue to see rapid advances in these technologies, how can games continue to revolutionize how we think about health and wellness?
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