Games For Change Inc

Organization Overview

Games For Change Inc is located in New York, NY. The organization was established in 2009. According to its NTEE Classification (W70) the organization is classified as: Leadership Development, under the broad grouping of Public & Societal Benefit and related organizations. As of 12/2022, Games For Change Inc employed 21 individuals. This organization is an independent organization and not affiliated with a larger national or regional group of organizations. Games For Change Inc is a 501(c)(3) and as such, is described as a "Charitable or Religous organization or a private foundation" by the IRS.

For the year ending 12/2022, Games For Change Inc generated $4.4m in total revenue. This organization has experienced exceptional growth, as over the past 8 years, it has increased revenue by an average of 12.0% each year . All expenses for the organization totaled $4.5m during the year ending 12/2022. While expenses have increased by 10.9% per year over the past 8 years. They've been increasing with an increasing level of total revenue. You can explore the organizations financials more deeply in the financial statements section below.

Mission & Program ActivityExcerpts From the 990 Filing

TAX YEAR

2022

Describe the Organization's Mission:

Part 3 - Line 1

TO EMPOWER GAME CREATORS AND SOCIAL INNOVATORS TO DRIVE REAL-WORLD CHANGEBY USING GAMES THAT HELP PEOPLE TO LEARN, IMPROVE THEIR COMMUNITIES, AND CONTRIBUTE TO MAKING THE WORLD A MORE EQUITABLE PLACE.

Describe the Organization's Program Activity:

Part 3 - Line 4a

GAMES FOR CHANGE LEARNSTUDENT CHALLENGEGAMES FOR CHANGE LEARN'S FLAGSHIP PROGRAM, THE GAMES FOR CHANGE STUDENT CHALLENGE, IS A NATIONAL GAME DESIGN COMPETITION THAT INVITES YOUTH TO CREATE DIGITAL GAMES ABOUT ISSUES IMPACTING THEIR COMMUNITIES. THE PROGRAM USES YOUTH INTEREST IN VIDEO GAMES TO DEVELOP CODING AND DIGITAL DESIGN SKILLS, AS WELL AS PROBLEM SOLVING, COLLABORATION, CREATIVITY, AND OTHER CRITICAL 21ST CENTURY SKILLS. THE CHALLENGE IS ALSO A PLATFORM FOR AMPLIFYING STUDENT VOICES, EMPOWERING YOUNG PEOPLE TO IMAGINE CREATIVE SOLUTIONS TO SOCIAL PROBLEMS, AND TO SEE THEMSELVES AS ENGAGED CITIZENS AND CHANGEMAKERS. SINCE ITS LAUNCH IN 2015, THE CHALLENGE HAS TO DATE BENEFITED OVER 900 EDUCATORS AND 50,000 YOUTH, PRIMARILY STUDENTS IN TITLE I PUBLIC SCHOOLS SERVING LOW-INCOME COMMUNITIES. ALMOST HALF OF PARTICIPATING STUDENTS ARE FEMALE, MORE THAN 60% ARE STUDENTS OF COLOR, AND MANY ARE SPECIAL NEEDS STUDENTS.GAME PLANGAME PLAN IS AN INTENSIVE PROFESSIONAL DEVELOPMENT EXPERIENCE FOR MUSEUM AND STEM EDUCATORS FOCUSED ON ADDING MORE GAME-LIKE LEARNING EXPERIENCES TO OUT-OF-SCHOOL-TIME PROGRAMS. EDUCATORS IN MUSEUMS ACROSS THE U.S. ARE NOW ADAPTING WHAT THEY LEARN INTO THEIR CURRICULA IN INNOVATIVE AND CREATIVE WAYS AND ARE FORGING A COMMUNITY OF PRACTICE AS THEY COLLABORATE ON NEW PROGRAMS. GAME EXCHANGEGAME EXCHANGE IS A STATE DEPARTMENT-FUNDED VIRTUAL EXCHANGE PROGRAM THAT USES GLOBAL YOUTH INTEREST IN VIDEO GAMES TO CONNECT TEENS IN THE U.S., BAHRAIN, ISRAEL, AND THE UNITED ARAB EMIRATES. WITH THE HELP OF THEIR TEACHERS, TEENS FORM INTERNATIONAL "GAME STUDIOS," COLLABORATE TO DESIGN GAMES BASED ON THE UNITED NATIONS SUSTAINABLE DEVELOPMENT GOALS.


EVENTSFESTIVALTHE ORGANIZATION PRODUCES THE GAMES FOR CHANGE FESTIVAL (THE "FESTIVAL"), WHICH IS THE BIGGEST GAMING EVENT IN NEW YORK CITY. IT BRINGS TOGETHER LEADERS FROM GOVERNMENT, CORPORATIONS, CIVIL SOCIETY, MEDIA, ACADEMIA AND THE GAMING INDUSTRY TO EXPLORE THE INCREASING REAL-WORLD IMPACT OF DIGITAL GAMES AS AN AGENT FOR SOCIAL CHANGE. THE FESTIVAL IS ALSO A SHOWCASE FOR SOME OF THE MOST INNOVATIVE NEW GAMES IN PRODUCTION.


XR FOR CHANGEON THE MORNING YOU WAKETHIS IS A VIRTUAL REALITY DOCUMENTARY THAT CAPTURES THE VOICES OF THE PEOPLE WHO EXPERIENCED THE REAL AND IMMINENT THREAT OF ANNIHILATION FROM NUCLEAR WEAPONS AS EXPERIENCED IN HAWAII IN JANUARY 2019. AS THEY ARE FORCED TO CONFRONT THE REALITY OF TODAY'S URGENT NUCLEAR THREAT, ON THE MORNING YOU WAKE RECREATES THEIR EXPERIENCE IN A LONG-FORMAT, FULLY IMMERSIVE, ROOM-SCALE VR EXPERIENCE USING UNPRECEDENTED INNOVATIONS IN VIRTUAL REALITY. THE ORGANIZATION ENGAGED IN A SOCIAL IMPACT CAMPAIGN THAT TOOK THE EXPERIENCE AROUND THE WORLD TO DIFFERENT VENUES TO RESEARCH THE WAYS IMMERSIVE MEDIA CAN HAVE DIRECT SOCIAL IMPACT.


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Board, Officers & Key Employees

Name (title)Compensation
Dan Ayoub
Director
$0
Leo Olebe
Director
$0
Bruce Hack
Director
$0
Ava Zydor
Secretary & Dir
$0
Stanley Pierre-Louis
Director
$0
Tracy Fullerton
Director
$0

Financial Statements

Statement of Revenue
Federated campaigns$0
Membership dues$0
Fundraising events$0
Related organizations$0
Government grants $0
All other contributions, gifts, grants, and similar amounts not included above$4,442,749
Noncash contributions included in lines 1a–1f $1,940
Total Revenue from Contributions, Gifts, Grants & Similar$4,442,749
Total Program Service Revenue$0
Investment income $0
Tax Exempt Bond Proceeds $0
Royalties $0
Net Rental Income $0
Net Gain/Loss on Asset Sales $0
Net Income from Fundraising Events $0
Net Income from Gaming Activities $0
Net Income from Sales of Inventory $0
Miscellaneous Revenue$0
Total Revenue $4,442,749

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