No longer solely a proprietor of entertainment, games now are used for serious applications such as training, education, and healthcare, thereby putting games at the forefront of having a real social impact by delivering experiences for cultural and societal benefit.

The number of beneficial games continues to grow, and premier examples include:

  • Dragon Box: a direct-to-market educational game that has achieved widespread success, from sales to glowing reviews and industry awards. Dragon Box is a multiplatform game for teaching the concepts, processes, and patterns behind solving algebraic equations. Learn more →
  • Re-Mission is a game developed for pediatric cancer-patients. Players battle cancer and learn how cancer works, what stops it, and how to manage expected side-effects. In a multi-site double-blind study, Re-Mission proved influential in cancer patients’ battle against different forms of pediatric cancer. Learn more →
  • Akili Interactive Labs is perfecting a game that improves cognitive function.
    Learn more →

Developing new and innovative games in the entertainment and non-entertainment domains requires interdisciplinary pursuit, design, creative thinking, and problem solving with the tools and languages available to us from multiple fields, including computer science and experience design, economics, health sciences, and psychology.