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GUIDELINES & AWARDS

 

> SUBMISSION CRITERIA
> AWARD CATEGORIES
> JURY PROCESS & RUBRIC

 

SUBMISSION CRITERIA

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.

 

RELEASE DATE: 

  • The game's launch date must fall between January 1, 2018 and March 31, 2019.
  • 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 for competition).

 

SUBMISSION DEADLINE: 

  • The deadline to submit games to the 2019 G4C Awards is February 15th.

 

DIGITAL FORMAT: 

  • 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.  

 


AWARD CATEGORIES

The 2019 G4C Awards will recognize games in the following award categories. Developers must opt into each award on the submission form in order to be considered for the category. PLEASE NOTE: some award categories require supplemental documentation/materials, which must be uploaded in the entry form.

Developers can submit their game/experience to numerous award categories by completing a single submission form and opting into particular award categories.

Through a rigorous evaluation process, jurors will identify four finalists per award category, each of which will be invited to the 2019 G4C Festival (June 17-19, 2019) and featured in a special Nominee Showcase & Award Ceremony. 

 

MOST INNOVATIVE:

Recognizes games that demonstrate creativity and embrace experimentation to break conventions of form or concept in a manner that may pave new ways for the sector.

 

BEST GAMEPLAY

Recognizes games that demonstrate highly compelling, polished and engaging gameplay and which incorporate gameplay mechanics that align with and reinforce the intended impact goals of the project.

 

MOST SIGNIFICANT IMPACT

Recognizes games that target a specific social issue and successfully achieve the intended impact actions and outcomes.

  • Requirements: To compete in this category, please upload 'Impact Documentation' to the entry form. The PDF (1-2 pages) should include information on the intended impact objectives and achieved outcomes, target audience and assessment results (ie: internal data, third-party research, subjective information and conjecture).

 

BEST LEARNING GAME

Recognizes games that offer meaningful engagement around intended learning objectives with measurable outcomes, and which successfully balance the 'learning objectives' with fun, engaging gameplay.

  • Requirements: To compete in this category developers are required to upload a 'Learning Objectives' document to their entry form. The PDF (1-2 pages) should include information on the intended learning objectives, audience, and assessment results (i.e. internal data, third-party research, subjective information, and conjecture).

 

BEST XR FOR CHANGE EXPERIENCE

Recognizes the best augmented, virtual, or mixed reality experience created with a social impact goal in mind, irrespective of platform.

  • Important Details:
    • Submissions may include augmented, virtual or mixed reality experiences; the category is not limited to 'games'
    • Experiences can be educational, raise social awareness, have health applications, and the project may cover a range of topics and subject matter, so long as they make good use of the affordances of the medium
    • If the experience utilizes unique hardware, developers may be asked to provide 1-3 units for judging purposes
    • Developers are encouraged to upload gameplay and/or 360 video (if possible).

 

BEST STUDENT GAME

Recognizes social impact games created by college-level students that demonstrate innovative and unique design, compelling and polished gameplay, and an overall artistic vision that successfully integrates social impact objectives that have real-world impact.

  • Important Details:
    • Project must be completed during the 2018-2019 school year.
    • Majority of game creators must have been enrolled in an undergraduate or graduate college program at the time when the game was developed.
    • Submissions need not be limited to projects completed as part of a course requirement.
    • Games submitted to the Best Student Game award are NOT eligible to compete in other award categories.
  • Requirements:
    • Please upload documentation verifying that the key game creators were college-level students during the time in which the game was developed. Documentation might include a student ID, transcript, verification letter from professor/administration or some other form of student identification.

 


JURY PROCESS & RUBRIC

All awards are determined by juries comprised of leading experts from a diverse fields, including game design/development, technology, media, learning, social impact and more. Nominees and finalists are not selected by staff or board members of Games for Change.

Each submission is evaluated by panels of jurors both quantitatively and qualitatively using the following rubric. The three rounds of jury review will take place between Feb-May 2019.

 

BEST GAMEPLAY:

  • 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 INNOVATIVE:

  • 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?

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 the 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?

BEST XR FOR CHANGE EXPERIENCE:

  • How and to what degree does the experience take advantage of the unique affordances of the XR medium?
  • Does it feel like an experience you could ONLY have in XR?
  • How and to what degree does the experience impact a specific social issue or learning objective?
  • Are there associated indicators that demonstrate the achieved impact?
  • How significant is the impact?
  • Does the experience reach its intended audience?

BEST STUDENT GAME:

  • How and to what degree does the experience impact a specific social issue or learning objective?
  • Are there associated indicators that demonstrate the achieved impact?
  • How significant is the impact and is it achieved in the real world? -What is its degree of artistry and production quality – polish, functionality, technical and thematic execution?
  • Would you recommend the game to a colleague or friend?