
What is Giving Compass?
We connect donors to learning resources and ways to support community-led solutions. Learn more about us.
Giving Compass' Take:
• Some games are emerging that are strategically designed to motivate behavior change and could make a significant impact on driving social change.
• How can donors support gamification in their communities?
• Read how edtech startups are utilizing gamification rewards to engage students.
You’d be surprised, but some 2.5 billion people are playing games every day from Candy Rush and Farmville to Fortnite and Minecraft. As a whole, this industry is spending around $150 billion dollars.* Let me say that again, a little differently. The games industry is spending $150,000,000,000 every year but only 0.25% of that is going to social impact – we can do better.^
What’s more, Esports is the newest craze. Players compete in various gaming tournaments and events where 100s of millions of viewers watch these competitions unfold and the winning teams literally go home with millions in cash prizes.
Believe it or not, every day we are seeing games being used to create real change.
Sometimes referred to as gamification, are programs that are strategically designed to motivate behavior change and/or increase community engagement.
Take The Good Cards – a real-life game for doing good. Users receive Good Cards with various kindness missions, input a story once completed, and track the individual and community action(s) as each act creates a ripple effect around the world.
This industry is only going up, no matter how you look at it. More games for good will be created, more Esports teams, programs, and tournaments will be organized, and that means more sponsored donations will flow.
It’s just the beginning. Year over year brands are increasing cause-related spending. Universities around the world are tapping into Esports – implementing varsity college teams, as well as, degree programs specific to marketing and management in this industry.
Read the full article about driving social impact through gaming by Corey Harnish at Causeartist.