Social Mobilization Board Games

'Rise Up' Teaches Participants the Basics on Building Movements

The 'Rise Up' board game works to teach players basic skills in building a social movement and impacting positive change.

At the risk of simplifying some highly complex issues, much of the contentious politics that can be seen around the world today are often as a result of governments, dictators and political figures trying to or successfully infringing upon the civil, social and economic rights of various groups of people. The Rise Up board game was designed to train new activists on social mobilization or to help experienced activists lead campaigns -- for the ultimate purpose of providing basic knowledge on the art of peaceful and impactful protest. The game works as a team effort and collaborative process that ultimately results in imparting wisdom on its players about the process of organizing social movements.

The Rise Up game was ethically manufactured and this fact coupled with its positive message makes it an excellent game for people using it for both recreational and strategic purposes.

Social Mobilization
Opportunity for developing innovative tools and strategies to mobilize and organize social movements effectively.
Board Game Education
Potential for creating board games that educate and teach important skills or concepts.
Activist Training
Disruptive potential in designing training programs or tools that empower and educate activists.

Where This Applies

Board Games
Opportunity for the board game industry to create games that educate and inspire social change.
Education and Training
Potential for developing education and training programs specifically designed for activists and social mobilizers.
Social Impact
Disruptive innovation potential in creating products and services that aim to make a positive social impact and facilitate change.
SCORE
3.7 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 47%
Activity 57%
Freshness 8%

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