Playing Well, Playing Together
The promise and potential of games and new media as spaces of learning, social exchange, and civic engagement among youth will not be realized without a shared public agenda addressing the growing problem of toxicity online. While policies and infrastructures have long been in place to assure safe, public playgrounds for kids in the real world, no such approaches exist for the online playgrounds where young people are spending increasing amounts of time.
Raising Good Gamers implicates us all in developing a response: designers, technologists, activists, researchers, funders, academics, parents, and educators. How might we develop and support gaming communities that cultivate empathetic, compassionate, and civically engaged kids? What might it look like to develop youth’s socio-emotional capacities to positively shape the climate of gaming clubs and communities? What role can the design of games, gaming communities, and associated technologies play in mitigating abuse? How do we build the foundations of a healthy community directly into the platforms and communities themselves?
The goal of RGG is to create a sustainable movement that can change the culture of online gaming for everyone.
Founded in 2004, Games for Change is a 501(c)3 nonprofit that empowers game creators and social innovators to drive real-world impact through games and immersive media. We convene industry experts through our annual Games for Change Festival, inspire youth to explore civic issues and STEAM skills through our Student Challenge, and showcase leading impact-focused games and immersive experiences through live Arcades for the public.
Take This is a mental health advocacy organization with a focus on the game industry and community. We provide resources, training, and support individuals and companies that help the gaming community improve its mental well-being and resilience. The organization addresses the underlying conditions that can create and perpetuate mental health challenges: stigma, harmful studio culture, harassment and toxicity, lack of diversity and accessibility, and problematic game and community design.
Whatever it is, the way you tell your story online can make all the difference.
Raising Good Gamers Organizers
Eve Crevoshay - Executive Director, Take This
Dr. Rachel Kowert - Research Director, Take This
Susanna Pollack - President, Games for Change
Alana Selkowitz - Senior Director of Programs and Partnerships, Games for Change
Arana Shapiro- Managing Director, Games for Change