Humanitarian Video Game Festivals

The Games for Change Festival Links Gaming With Social Good

While some might think of young people playing video games in a negative light, the recent Games for Change Festival proves that gaming can have a very positive impact on society. Hosted by non-profit organization Games for Change, the annual festival took place last week at New York City's New School in collaboration with Parsons School of Design.

The Games for Change Festival featured three program tracks: neurogaming & health, civics & social issues and games for learning. The goal of the festival is to provide games, speakers and events that demonstrate how video games and social good are linked, and more specifically to proliferate "the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts."

Neurogaming & Health
Exploring the intersection of gaming and healthcare, with potential for developing innovative technologies for physical and mental health treatments and therapies.
Civics & Social Issues
Engaging gamers to address real-world social problems and increase awareness and activism through interactive experiences.
Games for Learning
Utilizing the power of video games as educational tools to enhance learning outcomes and make education engaging and enjoyable.

Sectors Adopting This

Entertainment
Opportunities exist for game developers, publishers, and platforms to create and promote socially impactful games, expanding the reach of entertainment media.
Healthcare
Healthcare organizations can leverage neurogaming technologies for rehabilitation, stress relief, and cognitive enhancement, revolutionizing patient care and wellness programs.
Education
Educational institutions and ed-tech companies can harness the potential of games for learning to revolutionize traditional teaching methods, making education more engaging and effective.
SCORE
3.3 out of 10
GENDER
90% Men10% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 32%
Activity 59%
Freshness 8%

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