Gaming & Immersive Experiences
Games For Change, Yale play2PREVENT, Creative Intelligence Agency
Partners
Games, VR/AR, tabletop play and live-streaming together reach billions of people—offering powerful, proven ways to reduce loneliness, teach coping skills and spark help-seeking. This workgroup unites studios, esports leaders, immersive-media creators, researchers and youth voices to (1) spotlight the positive mental-health impact of play, (2) use popular game platforms as distribution channels for trusted well-being content, (3) co-design new digital and off-screen games for high-need communities, and (4) mobilise fundraising events driven by players and streamers. By pairing evidence-based design with global reach, we will turn “play time” into scalable prevention, connection and care.