Innovation at Work
Research - Community Projects - Advocacy

Internet and 21st Century Skills

Wendy Lazarus on Social Gaming and Child Poverty

Huffington Post

As gaming becomes more social, it is expanding into parts of society once seen as untouched by video games. The largest of these groups is women, who make up 55 percent of social gamers on average. Women are also more likely than men to make charitable contributions, care about youth-related causes, and purchase virtual goods in social games. 

The kinds of in-game donations and virtual goods that helped fund disaster relief in Haiti and Japan are a natural next step for helping our own children. The potential is enormous for both gaming companies and children. In 2011, the virtual goods industry saw $2.3 billion in US sales. In a market that big, there is certainly room for many causes. The Children's Partnership is working to make sure that child poverty is one of them.

Download the full article.

Read more »  
 

TCP Gaming Paper Encourages Gaming Industry Towards Philanthropy

The Washington Post

An article highlighting the VirtuallyGood4Kids (VG4K) inititative encouraging  the gaming "industry to provide parents and their kids with more opportunities to direct the money they spend on virtual purchases toward fundraising causes."

Learn more about VirtuallyGood4Kids.

Read more »  
 

Study Cites Opportunities for Social Gaming to Improve Kids' Lives

The Children’s Partnership released Can Game Companies Help America’s Children?, the result of a yearlong study of the $24.75 billion digital game industry and its current—and potential—participation in cause partnership efforts.  The report provides a focused look at the demographics of gamers, trends in social gaming and virtual goods, and the potential of cause partnerships to benefit child health and education.  

“At a time when US children are suffering more than at any time since the Great Depression, game companies can—and should—be at the forefront of a high-impact form of philanthropy that benefits their bottom line while also improving children’s health and success in school,” said Wendy Lazarus, Founder and Co-President of The Children’s Partnership and lead author of the report in a full press release.

Read more »  
 

Can Game Companies Help America's Children?

By Wendy Lazarus | September 2012

VG4KBriefingDocIndustryCOVERSep17FinalThe report includes the results of a yearlong study of the $25.1 billion digital game industry and provides a focused look at the demographics of gamers, trends in social gaming and virtual goods, and the potential of cause partnerships to benefit child health and education.

Download the full report.

Read more »  
       

School2Home Program Brief

By Elaine Carpenter and Jessica Rothschuh of The Children’s Partnership with the California Emerging Technology Fund
March 2009

Read more »  
 

Improving Health Outcomes for Children in Foster Care: The Role of Electronic Record Systems

Working Draft by Stefanie Gluckman with Terri Shaw | October 2008

fostercare11This Issue Brief describes how Electronic Record Systems (ERS) - electronic health records, personal health records, and similar technology solutions that facilitate the management, sharing, and use of information - can benefit children in foster care, and the systems that serve them. The brief profiles state and local ERS efforts for the foster care population, highlighting early evidence of the efforts' impact and outlining lessons- learned. It also provides recommendations for actions to expand the reach of ERSs to benefit greater numbers of children in foster care and, potentially, other children and families.

Download the Issue Brief (PDF, 516 KB)

Download the Exectuve Summary (PDF, 216 KB)

Download a One-Page Overview of How Technology is Being Used to Improve the Lives of California's Foster Care Youth (PDF, 92 KB)

Read more »  
                 

The Search for High-Quality Online Content for Low-Income and Underserved Communities: Evaluating and Producing What’s Needed

By Wendy Lazarus and Laurie Lipper | October 2003

ContentEvalpicThis report includes original research and recommendations to encourage both the creation and evaluation of online content in a way that considers the particular needs of low-income or other underserved individuals. The report also includes a set of guidelines to guide those seeking to create or evaluate content.

Download the report (PDF, 708 KB).

Read more »  
 

The Parents’ Guide to the Information Superhighway: Rules & Tools for Families Online

By Wendy Lazarus and Laurie Lipper

This guide is for parents who have begun to see that computers and online services will be or already are a part of children’s at school, at community centers, at home, or at the library—and who are looking for some guidelines and advice. We have written it with the computer novice in mind and have provided simple definitions and ideas for how to get involved.

Download the guide (PDF, 341 KB).

Read more »  
 
 

DO YOU KNOW?

92.3% of children in grades K-12 use a computer at school. 87% of children enrolled in public schools used a computer, compared with 85% enrolled in private schools. (Source: www.census.gov)


Stay Informed

Sign up to receive TCP e-news

    • Twitter
    • Facebook
    • Linkedin
    • Youtube
    • RSS