GUIDELINES & AWARDS
All eligible submissions must first meet the following basic criteria for consideration:
SOCIAL IMPACT GAME:
- All games must fall within the broad confines of being a ‘game for change', addressing real-world challenges, improving people's lives, driving social change or inspiring learning.
- Games should serve as critical tools in humanitarian and educational efforts.
- The game's launch date must fall between January 1, 2017 and March 31, 2018.
- A game cannot be submitted to the G4C Awards more than once (games that have been submitted to previous G4C Awards will not be considered).
- To enter your game, you must complete a submission form by February 7, 2018.
- Late entries will not be considered for competition.
- All submissions must be in a digital format.
- Projects that are no longer running, such as alternate reality games (ARGs) or live-action games, must include documentation of the game in a digital file format.
- Unfortunately, we are not able to consider board, card, or other games that do not have digital components.
FULLY PLAYABLE GAMES:
- All submissions must be fully playable.
- To review your submission, we will require 15 fully playable versions of your game for jurors, whether it be through a link to your website, Dropbox, download codes, or shipping via physical mail to our NYC office.
Every submission will be considered for each of the following 'general categories':
- Games that demonstrate creativity and aspire to bring new ideas through unique game design, technology and/or audiences.
- Games that embrace experimentation to break conventions of form or concept in a manner that may pave new ways for the sector.
- Games with highly compelling and engaging gameplay.
- Game mechanics align with and reinforce impact goals.
- Polished in design, functionality, and thematic execution.
GAME OF THE YEAR:
- The grand prize! An exemplary game that achieves all three dimensions: Impact, Innovation, and Gameplay.
Additionally, you can enter your game into one or both of the following specialty categories if your game meets the below criteria. Note that supplemental materials are required for both categories.
MOST SIGNIFICANT IMPACT:
- Games that target a specific social issue with proven actions/outcomes (i.e. awareness, civic learning, community building, or behavior change).
*Required Impact Documentation: To compete in this category, include a 1- to 2-page PDF in the Supporting Documents on the submission form. Please outline your target audience, impact outcomes reached by the game, and any quantitative and/or qualitative indicators that demonstrate the achieved impact.
BEST LEARNING GAME:
- Games that offer meaningful engagement around intended learning objectives with measurable outcomes.
- Examples of types of learning include cognitive skills (academic subjects, memory), social/emotional skills (empathy, bullying), physical health (movement, nutrition), and creative well-being.
*Required Learning Game Documentation: To compete in this category, include a 1-to-2-page PDF in the Supporting Documents on the submission form. Please include information on the intended learning objectives, audience, and assessment results (i.e. internal data, third-party research, subjective information, and conjecture).
JURY PROCESS & RUBRIC
All awards will be determined by juries comprised of leading experts from a diversity of relevant fields including games, technology, media, learning, social impact and more. Nominees and finalists are not selected by staff or board members of Games for Change.
Each submission will be evaluated by jurors both quantitatively and qualitatively using the following rubric:
- What is its degree of artistry and production quality – polish, functionality, technical and thematic execution?
- How well aligned is the gameplay to the project’s goals and intended impact?
- How well do mechanics achieve the core desired impact?
- Would its intended audience be attracted to it and play it? Is it appropriately challenging for this audience?
- To what degree would you pass on this game to your colleagues and friends?
- To what degree is the game original and brings new ideas into "games for change" (through game design, technology, subject matter, or audiences)?
- What unique elements of the gaming medium are used to address the issue(s)?
- How creatively experimental is the Game? How technically experimental is it?
- Is the game interesting or provocative?
MOST SIGNIFICANT IMPACT:
- How and to what degree does the game impact a specific social issue?
- How does it reach and activate target audiences to engage with it?
- What is the desired change and is it achieved in the real world?
- Are there associated indicators that demonstrate the achieved impact?
- How significant is the impact, in addition to/aside from # of downloads/plays?
BEST LEARNING GAME:
- Are intended audience learning objectives and outcomes clearly stated?
- How are learning objectives defined? Does it incorporate learning theory or existing research?
- Does game track user progress? (LMS, backend data collection and reporting)
- How and to what degree did the game achieve its intended outcomes?
- Was there a good balance of learning and fun?