TEENS WILL INHERIT THE WORLD.
HOW ARE WE PREPARING THEM?
Teens have the energy and creative vision to imagine and build a better world. As an educator, you know that the teen brain, which is undergoing the last major restructuring of human development, is poised for exponential growth and deeply impacted by the surrounding environment.
We want to help you create educational environments that support this magnificent potential—creating a context of listening to teens' voices with respect, and engaging them how they learn the best—through play.
iThrive creates game-based learning tools and experiences to support teen thriving. We help you put teens, games, and social and emotional learning front and center.
IGNITE POTENTIAL
All teens deserve learning environments that spark and value their potential while supporting the conditions in which they can thrive. We work with educators, researchers, and teens to design and test game-based learning tools that foster an environment where students:
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practice and stretch their social and emotional skills;
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have tools to explore and examine systems that create inequity in order to be effective in dismantling those systems; and
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use tech to grow, play, and do the hard work of opening up opportunity and justice to everyone.
MISSION
iThrive Games prepares teens to thrive by meeting them where they are, and by working in partnership towards a world where all have the voice, choice, and agency to reach their full potential.
We use games and game design to equip teens with the social and emotional skills they need to be healthy and resilient, the tools that support and protect their mental health and well-being, and the systems thinking they need to recognize inequity along with meaningful opportunities to imagine and design a better world.
VISION
We envision a world where teens are seen and valued by society, where adults have the tools they need to support teens' development, where all live healthy and purposeful lives, and where there is equal opportunity open to all, especially to those who have traditionally been marginalized.
game-based learning