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California Recorder > Blog > Tech > Video games for Change provides 5 new leaders to its board
Tech

Video games for Change provides 5 new leaders to its board

California Recorder
California Recorder
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Video games for Change provides 5 new leaders to its board
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Video games for Change, the nonprofit group that marshals video games and immersive media for social affect, has expanded its board.

Along with the prevailing Board members, the newly expanded management staff will information G4C’s subsequent part of development, forging new cross-sector partnerships and deepening the group’s affect in training, well being, and civic engagement.

New board members Embrace:

Samir El Agili, Chairman, Tilting Level, CEO & Co-Founder, Brandible
Benjamin Golant, Senior Director for World Sport Coverage, Tencent Americas
Tammy Levine, Common Supervisor, Xbox Advertising, Microsoft
Evan Segal, President, Segal Ventures and The Segal Household Basis
Mark Stanley, Founder, Yelnats Collective

The brand new members will serve alongside the present Video games for Change board together with Leo Olebe (Board Chair), Founder and CEO of the Olebe Media Group (OMG); Asi Burak, Chief Enterprise Officer at Tilting Level; Matthew Everitt, Associate and Fractional CFO at The Good CFO; Tracy Fullerton, Director of USC Sport Innovation Lab and USC Video games; Bruce Hack, Founder and CRO of BLH Enterprise LLC; Erik Huey, President of Platinum Advisors LLC; Alan Lewis, VP of Company Communications & Public Affairs at Take-Two Interactive Software program; Stephanie Lo, VP of Rising Applications at Dalio Philanthropies; Amy Morhaime, Co-Founding father of Dreamhaven; Stan Pierre-Louis, President and CEO of the Leisure Software program Affiliation (ESA).

“As communities and organizations worldwide experience change at an unprecedented rate, Games for Change is needed more than ever. We stand at the intersection of creativity and purpose, clear-eyed about the unique co-creation and storytelling power of games to foster empathy and inspire the next generation of changemakers,” mentioned Video games for Change President Susanna Pollack, in an announcement. “Individually, every of our Board members has labored to empower others via the ability of play, not simply as leisure, however for training, entrepreneurship, and international progress. Collectively, the expertise of our Board of Administrators throughout advertising and marketing, coverage, and philanthropy strengthens our skill to forge modern partnerships and scale our affect in significant new methods.

This strategic board growth comes as Video games for Change broadens its international presence, which incorporates scaling flagship initiatives just like the G4C Scholar Problem that reaches college students in 76 international locations, the annual G4C Competition in NYC that convenes 1000’s from around the globe, and the Video games & SDG Summit on the UN that bridges the gaming trade with international improvement companies.

“Games for Change continues to tackle complex problems, and we are growing our Board with more creative problem solvers,” mentioned Leo Olebe, Video games for Change board chair, in an announcement. “Over my 25 years in the game industry, I’ve seen firsthand how games can transform lives, and how organizations can have outsized impact when led by a thoughtful, passionate leadership team like this one. This expanded Board brings together the strategic insight, diverse experience, and bold vision that will accelerate the next chapter of Games for Change’s global impact.”

Since 2004, Video games for Change (G4C) has empowered recreation creators and innovators to drive real-world change, utilizing video games and immersive media that assist folks be taught, enhance their communities, and contribute to creating the world a greater place. G4C companions with expertise and gaming corporations, nonprofits, foundations, and authorities companies to run world-class occasions, public arcades, design challenges, and youth packages. G4C helps a world group of recreation builders utilizing video games to deal with real-world challenges, from humanitarian conflicts to local weather change and training.

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