Submitted
2020 Elevate Prize

GRID - Gaming for Dev

Team Leader
Mariam Nusrat
About You and Your Work
Your bio:

Mariam Nusrat is an innovator and a problem solver. She wear two hats in her professional life, the Founder of GRID - Gaming Revolution for Inspiring Development and an international development practitioner. She founded GRID at the age of 28 with an aim to create low-cost mobile games to educate, engage and empower people for positive change. Games have the power of what Mariam likes to call "the three Is", they can interact with the players in an iterative way to inspire positive behavior change. 

Mariam has presented GRID at several high level forums including, two sessions moderated by President Clinton at CGIU Meetings and two Tedx events. She is also the recipient of the CGIU Honor Roll Alum award, 2018 AdamStart Entrepreneurship Award, 2015 Andrew E. Rice Award for Leadership and Innovation and the GWU Public-Service Grant Commission Award. 

Project name:
GRID - Gaming for Dev
One-line project summary:
Leveraging digital games for building awareness and driving action to solve the most difficult problems of our world.
Present your project.

There are a billion people living under $1.25/day and 0.5 billion playing video games for at least one hour every day. The challenge of improving the lives of the bottom billion is huge, but so is the reach of video games. Given the interactive, iterative, and inspiring nature, games appeal to human psychology in a way most other communication tools don’t and their impact on our brains far transcends the boundaries of the virtual world. 

GRID is a social impact gaming studio which aims to create digital games that educate, engage and empower people, especially those among the bottom billion, towards positive behavior change. We have created games on reproductive health (MoHiM, Nari Paila & SurrEndo) on climate change (EarthFenders), Math learning (Calculasia), compassion for animals (KritterKneads), and Coronavirus (Coronacombat) and are currently working on games on financial literacy, opioid crisis, child protection and entrepreneurship. 

What specific problem are you solving?

GRID focuses on solving the "last mile problem" at a global scale. 

Most interventions serving the underserved and vulnerable populations are supply-focused, aiming to "provide" people with different solutions but not going the last mile on creating a demand for it. The last mile problem is grounded in challenges of information asymmetry and behavioral constraints. 

This the same last mile that hinders the use of bed nets for prevention of malaria, use of condoms as birth control or allows open defecation to persist despite rapid expansion in provision of toilets. We need to focus on the supply AND demand side of interventions and ensure that the bottom billion is equipped with information and awareness that inspires behavior change. 

Efforts that do focus on behavior change have largely leveraged traditional tools like pamphlets, brochures, and in some cases radio and TV PSAs, but very rarely video games. 

I believe that technology innovations can play a critical role in helping development professionals make the “last” mile a “first” opportunity. One such innovation is the use of video games to raise awareness and trigger behavioral change amongst project beneficiaries.

What is your project?

GRID creates low-cost mobile games to educate, engage and empower people for positive change. Games have the power to leave an impression on our brains that far transcends the boundaries of the virtual world and we are committed to leveraging this power to inspire positive behavior change.

We are approaching a world where smartphones as low as $20 are spreading to all places — even areas where basic conditions like proper sanitation are luxuries. This boom presents a window of opportunity to use simple mobile games to inspire meaningful behavioral change around the world. 

We have committed ourselves to taking games to the bottom-billion and focusing on creating games that they can relate to, learn from and get inspired with. GRID games are not only built for low-end smartphones but are also adapted to the context in terms of content, language and art. 

The horizon for social games in unlimited; games can educate, engage and empower people on a broad range of topics such as financial literacy, reproductive health, animal rights, climate change, child protection and many more. GRID is one of the very few gaming studios that is creating games that target 60% of the SDGs. 

Who does your project serve, and in what ways is the project impacting their lives?

At GRID we are tackling critical social issues such as menstrual health, racial stereotyping, poor financial literacy, climate change and future of work. 

Our games target a global audience and each game has a specific beneficiary group. For instance: 

  • Our mobile game MoHiM aims to break this stigma by educating, engaging and empowering young girls so that they can feel safe and confident on their period, be that at school, at work or at home.The game is available in English, Urdu and Swahili languages. 


  • Our game Nari Paila aims to raise awareness on reproductive health among teenagers and young adults between 13-30 years of age. The game was launched in Nepal in partnership with Georgetown University's Institute for Reproductive Health. 
  • 

Our game "SurrEndo - The Surrender of Endometriosis" raises awareness and empathy around the disease, endometriosis and was developed in partnership with George Mason University. The target audience is friends and family of endometriosis patients who can use the game to learn what a good support system should look like. 
  • Our COVID19 game CoronaCombat targets the general public for raising awareness around the new coronavirus. 
  • Our game EarthFenders targets youth across the world for effective climate action. 
Which dimension of The Elevate Prize does your project most closely address?
  • Elevating issues and their projects by building awareness and driving action to solve the most difficult problems of our world
Explain how your project relates to The Elevate Prize and your selected dimension.

At GRID, we aim to create games that can provide lifelong learning to individuals and empower them to make better decisions about their lives, their health, their money, their children’s future and their environment. These games align fully with the "elevating issues and their solutions" dimension by building awareness and driving action to solve the most difficult problems of our world. 

We are also Elevating understanding of and between people through changing attitudes and behaviors around issues like reproductive health and are Elevating opportunities for all people, with a focus on the bottom billion. 


How did you come up with your project?

I founded GRID at the age of 28 with an aim to create low-cost mobile games that could inspire people for positive behavior change. 

I was always intrigued by the role that technology can play in helping us solve the problems around us in a more meaningful way and GRID is my way of finding out. Having grown up playing games such as Sim City, Need for Speed or GTA, I knew games leave an impression on our brains that transcends the boundaries of the virtual world. I wondered to myself, if games on building cities can teach urban planning, can games that make learning fun promote education, those about women’s rights promote equality or those teaching family planning improve reproductive health outcomes?

GRID lies at the nexus of three of my passions, education, technology innovation and behavioral economics. While the world of social innovation is new to me, the idea of “games as development solutions” feels like a cause that I am deeply familiar with and that I have been pulled towards for a very long time. GRID allows me to be the thinker and the do-er at the same time.


Why are you passionate about your project?

Oprah said: Follow your passion, it will lead you to purpose.

And passion I followed. When I started GRID, it was a product of pure passion. I was in school for my second master’s degree and building my career as an international development practitioner, so the juggling was real! But having become passionate about the idea of using games to tackle tough issues that I have come across, and at times personally experienced, as a muslim woman growing up in Pakistan, I could not wait for someone else to respond to my calling. 

And before I knew it, my passion gave me energy, it added more hours in my day, it inspired me to connect and collaborate and it made me find a purpose in problems around us. I was able to view these problems with a solutions lens, can I make a game to raise awareness about women’s reproductive health, animal cruelty, financial literacy, child abuse, climate change and so many more.

My passion gives me power, it gives me pride and it gives me purpose. And it is a value I hold dear to my heart.


Why are you well-positioned to deliver this project?

As the Founder of GRID, I believe in the magic behind ambition. I was ten when my father, a Pakistani conservative muslim father, came back from work and sat me down for a little talk. While most talks aimed at young Pakistani girls focus on being "good daughters, "good sisters" and "good wives", mine ended up about having ambition. My father wrapped his fingers around mine, made a fist and told me...the world is in your hands. While I have received (and forgotten) my fair share of parental advice, there was something about the certainty in his tone that stuck with me. Throughout my life, I have truly believed that there is no goal far enough, that I cannot reach, if I put my entire passion, effort, creativity and existence behind it. 

At GRID we make games that are not just a tool for entertainment but have the ability to inspire in a positive way. Using my experience and ambition, I was able to identify and leverage four windows of opportunities that give GRID a comparative advantage; (i) games are a universal language and appeal to the human psychology in a truly global way (ii) the widespread penetration of low-end smartphones in developing countries, (iii) the private nature of mobile phones to provide information around culturally sensitive topics such as reproductive health and finally (iv) the ease with which games can be scaled-up across different countries. 

Provide an example of your ability to overcome adversity.

At GRID, we, like the rest of the world, have been grappling to deal with the covid19 pandemic. Our expected fund flows were deeply impacted and we had to find ways to ensure that our operations continued. 

The pandemic challenged us to think about how we can become a part of the solution. At GRID, we believe everyone can be a hero during this time and that agency lies within each of us. There is heroism in staying home, there is heroism in helping your neighbor get groceries and there is heroism in using your skills to contribute to the society. At GRID, our super power is the ability to make games. And so we created CoronaCombat- a fact-seeking, myth-busting game that raises information on Covid19. 

We created the first version of the game in 9 days using our internal funds and launched it on April 10th. Since we had no marketing budget, the game has been growing completely organically and has had more than 1100 players since its launch. 

CoronaCombat has received immense attention since its launch, including a shout out by Chelsea Clinton on Twitter, as well as media coverage by ABC News in the United States.  

Describe a past experience that demonstrates your leadership ability.

I founded GRID at the age of 28. Under my leadership GRID has grown to a team of 7, created 8 games and raised more than $200k. 

While serious games have immense potential, the growth has been relatively slow because (i) the average cost of game development is very high (ii) the marriage between gaming studios and social sector is rare and (iii) when games are developed, they focus largely on a western audience. 

Being a Pakistani woman, an innovator and an international development practitioner, I was able to not only identify these gaps but also find a way to solve them.  I focused on putting together a multidisciplinary team of young professionals that all have a common passion for video games. This gave us the ability to identify social issues where games can push the needle and then create games that are both educational and fun.

I also leveraged my leadership skills to mobilize a truly global team, the technical arm of which is based in Pakistan. This not only helped us make games that are both fun and meaningful but also lower the costs of game development to 1/5th of comparative costs in US. 

How long have you been working on your project?
5 years
Where are you headquartered?
Vienna, VA, USA
What type of organization is your project?
  • Hybrid of for-profit and nonprofit
If you selected Other, please explain here.

Hybrid of for profit and nonprofit.

GRID is a social initiative that was set-up as a for-profit social venture (Gaming Revolution for International Development) in 2013 and was followed by its nonprofit arm (Gaming Revolution for Inspiring Development) in 2016. The nonprofit arm aims to develop low-cost mobile games that inspire positive behavior change within the US and globally and is the focus of this application. 

More About Your Work
Your Business Model & Funding
The Prize
Solution Team:
Mariam Nusrat
Mariam Nusrat
Founder and Director
Nimra Inam
Nimra Inam