Gametastic Education

Gametastic Education

United KingdomLondon, United Kingdom
Project Stage:
< $1,000
Project Summary
Elevator Pitch

Concise Summary: Help us pitch this solution! Provide an explanation within 3-4 short sentences.

Gametastic's mission is to create a fun and engaging game to teach programming, design and storytelling skills for girls 9-14.

About Project

Problem: What problem is this project trying to address?

Science, technology, engineering and math (STEM) education is critical in developing not only basic problem solving and logical thinking skills, but also in creating a critical mass of innovators and inventors to meet the challenges of an increasing tech-driven and global economy. Women, however, are severely underrepresented in STEM careers, and the problem begins as early as elementary school. At age nine, girls and boys have similar test scores in math and science, but by age thirteen, these scores drift dramatically apart – with girls citing STEM subjects to be for boys, or as too difficult or technical. As a result, girls develop negative perceptions around their abilities and self-confidence, and take themselves out of the market for a range of potential careers and possibilities.

Solution: What is the proposed solution? Please be specific!

Gametastic’s mission is to re-engage girls in STEM subjects through gaming. Gametastic’s game will allow players to design their own game though the traditional mechanics of game play. Players will be able to build and create their own characters and game environment, as well as develop an overall narrative - with objectives, challenges, rewards, points, levels and more. As gamers play their way through the Gametastic game, they will be using programming, design and storytelling skills to build their own unique story. Players will then be able to publish their games or specific game modules they have developed to the Gametastic global community, where they can share their games and challenge others to play. Gametastic seeks to bridge the gap in gaming, storytelling and education - empowering girls with the tools to succeed academically, and providing them with greater choice, confidence and opportunity to feel that they can be whatever it is that they want to be when they grow up.
Impact: How does it Work

Example: Walk us through a specific example(s) of how this solution makes a difference; include its primary activities.

Girls that play the Gametastic game will be exposed to basic elements of computer programming and design, all the while being immersed in the world of game play. By developing a fun, engaging and educational medium, girls will learn basic skills related to technology, engineering and storytelling. These skills serve as a foundation for a variety of careers in the future, and provide girls with the self-confidence needed to pursue these potential careers. When a girl plays the Gametastic game, she will be designing and creating her own world - the environment, the characters and the challenges, and she can share this world with her peers. Not only will girls learn basic skills in game design and development, but they will create a final product that they can publish on the Gametastic site and showcase to their peers.

Marketplace: Who else is addressing the problem outlined here? How does the proposed project differ from these approaches?

There are a few different platforms that enable game design and development, including Scratch, Gamestar Mechanics and Game Maker. Many are developed through large corporations (like Microsoft's Kudo) or through Universities (like Carnegie Mellon's Alice). My challenge is to differentiate Gametastic from these options - and I believe I can do so by targeting girls 9-14 (an often forgotten demographic in the gaming market) and by creating a game in and of itself, where instead of simply providing the tools for design, players are playing a game through which the end product is the design of a game.

Founding Story

I've always been fascinated with the different products that target boys and girls as they are growing up - from science toys that cater mostly to boys, to princess dolls that are made for girls. After working for many years in the film business, I was curious about gaming, which seemed to be a more interactive and engaging platform for impact and change. I discovered that girls make up almost 50% of gamers, however, games are not developed with this audience in mind. I thought about ways to combine gaming with education, and the biggest challenge for girls is to stay involved and interested in STEM subjects past the age of nine. I set out to interview girls, parents and educators, and found that merging STEM education with gaming could be an effective way to develop a new generation of engaged and confident girls across the world.
About You
Gametastic Education
About You
First Name


Last Name


About Your Organization
Organization Name

Gametastic Education

Organization Country


Country where this project is creating social impact

, London

Age of Innovator


Gender of Innovator


How long has your organization been operating?

Less than a year

Has the organization received awards or honors? Please tell us about them

Selected as part of Emerge Venture Lab incubator at Oxford University

How long have you been in operation?

Operating for less than a year

Which of the following best describes the barrier(s) your innovation addresses? Choose up to two

Access, Equity.

Social Impact
What solution(s) does your initiative address to better the lives of girls and women by leveraging technology? (select all applicable)

Access to technology, Access to education/training, Access to economic opportunity.

What has been the impact of your solution to date?

To date, I have conducted focus groups with girls to gauge their interest in game design, and have seen their excitement and creativity flourish when asked to design and develop characters and stories. These sessions have increased the girls confidence and and their perception of their abilities, and have also shown they applications of STEM subjects that they were not aware of in terms of future careers and possibilities.

What is your projected impact over the next 1-3 years?

Over the next 1-3 years, Gametastic will seek to improve girls test scores in STEM subjects, their confidence and participation in STEM subjects in school and their interest in STEM related careers. Additionally, Gametastic will arm girls with the confidence to pursue STEM related careers in the future.

What barriers might hinder the success of your project? How do you plan to overcome them?

The key to Gametastic's success is in the development of the product. I am working with a team of designers and developers, as well as a group of girls, to design and test a prototype that will best suit the needs of our target customer.

Winning entries present a strong plan for how they will achieve and track growth. Identify your six-month milestone for growing your impact
Identify three major tasks you will have to complete to reach your six-month milestone
Task 1

Design product prototype

Task 2

Test prototype with customers

Task 3

Develop outreach plan

Now think bigger! Identify your 12-month impact milestone
Identify three major tasks you will have to complete to reach your 12-month milestone
Task 1

Raise funding for product development

Task 2

Develop full product prototype

Task 3

Assemble advisory board of professionals and girls

Tell us about your partnerships

I am currently working with the Emerge Venture Lab at Oxford University to develop Gametastic. Additionally, I am in conversations with a variety of non-profit gaming organizations and also with individual developers to work with me on development of the prototype and outreach.

Please elaborate on any needs or offers you have mentioned above and/or suggest categories of support that aren't specified within the list