named programs · 5 · from sources
What they call their work
Dream + Inspire: Mentoring Future Leaders Program
Mentorship initiative connecting youth from underserved communities in upper Manhattan and the South Bronx with professionals to explore STEAM careers using the Hats & Ladders platform.
Gaming Pathways Program
Partnership with City College of New York and industry leaders to prepare students for careers in digital game development through academic coursework, mentorship, and access to industry-standard tools and events.
Unreleased Games Arcade
Annual event allowing local game developers to showcase and test unreleased games, gather feedback, and network with students and aspiring designers.
Video Game Camp
Seven-week summer program for SYEP participants combining game development, coding, and STEM learning using Unreal Engine and Fortnite, co-led by faculty from CCNY and supported by Epic Games.
Video Games: The Great Connector
Free public exhibition exploring how youth use video games to form connections with themselves, communities, and future careers. Features games, art stations, bios of game designers, and participatory activities. Hosted at Harlem School of the Arts and available as a pop-up for other venues.
activities · 5 groups
What they do
-
Game Design and Development Education 2 activities
- Advance equitable access to higher education in digital fieldsLaunched the Gaming Pathways Program in Spring 2022, which led to the creation of the first public bachelor’s degree in digital game development at The City College of New York, providing an affordable pathway for children of working families into creative industries. The program also engages prospective students through college fairs and campus tours.
- Deliver interactive educational programs in STEM and digital game designDevelops and operates hands-on educational programs that build critical thinking, problem solving, teamwork, and communication skills through the lens of video games and digital storytelling. Includes an interactive platform simulating a game studio internship, where participants complete challenges across seven departments to create a playable 2D game demo.
-
-
Museum-Based Educational Outreach 1 activity
- Host interactive exhibitions on science, technology, and cultureCreates and hosts traveling and pop-up interactive exhibitions such as "Video Games: The Great Connector," "DUNK! The Science of Basketball," and "The Science of Music: Jazz to Hip Hop" to engage youth in STEM, self-expression, and career pathways. These include participatory activities, art stations, and spotlights on contemporary designers, with adaptations for online and school-based formats.
-
-
Game Community Events & Expos 1 activity
- Organize student engagement events and tournamentsHosts gaming and STEM-themed events including esports tournaments (e.g., CUNY VALORANT tournament with 70 in-person and 600 virtual attendees), college and career fairs, unreleased games arcades, and team-building activities like "Battle of the Houses." Also organizes annual gaming events with panels, workshops, and expos, as well as cultural field trips and themed science events like Earth Day.
-
-
Educational Field Trips and Experiential Outings 1 activity
- Provide free field trips and STEM outreach to underserved youthOffers free, interactive field trips for middle and high school groups focused on video games, digital storytelling, and STEM education, targeting communities in Harlem, Upper Manhattan, and the South Bronx. Includes onsite engagement by program representatives to connect students with after-school game design programs and college pathways.
-
-
Uncategorized 1 activity
- Conduct research to inform program developmentConducted interviews with Black and Latinx high school students to guide the design and relevance of educational programs, ensuring alignment with the needs and interests of underrepresented youth.
-
financials · form 990 · fy2024
revenue
Total revenue$268K
Contributions & grants$195K73%
Program service revenue$71K26%
Investment income$2K1%
Other revenue$0
expenses
Total expenses$354K
Program expenses86%
Admin / overhead14%
Fundraising0%
Salaries & benefits$225K
Grants paid out$0
Largest expense lineCompensation
balance sheet
Total assets$31K
Cash$19K
Investments$0
Liabilities$38K
Net assets$-7K
Liquid reserves0.7 mo
5 years on record · 2020–2024 · YoY revenue -12.5%
leadership · form 990 part vii · fy2024
Who runs it
board members · 8
- BRIAN SCHWARTZ — BOARD CHAIR
- DAVID GRUBER — SECRETARY
- DORIS B GONZALEZ — BOARD MEMBER
- FRED CRAWFORD — BOARD MEMBER
- LORETTA CHEEKS — BOARD MEMBER
- STAN ALTMAN — PRESIDENT & TREASURER
- TONY LISS — BOARD MEMBER
- WILLIAM ROSS — BOARD MEMBER
relationships · 22
Who they work with
- BioBus Partner — Collaborated on a science education event focused on Earth Day and environmental science.
- City College of New York Partner — Collaborates on the Gaming Pathways Program and co-hosts events such as open houses and esports activities.
- City College of New York Partner — Hosts the first public bachelor’s degree program in digital game development developed through the Gaming Pathways Program.
- Eastern College Athletic Conference Partner — Collaborated with HGS to officially launch the CUNY Esports League, streaming games on ECAC’s Twitch channel.
- Gaming Pathways Program Network — Participates in a broader network offering gaming-based educational programming.
- Harlem School of the Arts Partner — Hosted the Video Games: The Great Connector exhibition from February 3 to March 30, 2024.
- Harlem School of the Arts Partner — Hosted the initial run of the "Video Games: The Great Connector" exhibition.
- Long Island Museum Partner — Hosts the "Video Games: The Great Connector" exhibition created by Harlem Gallery of Science.
- Mayor’s Office of Media and Entertainment Funder — Funded the Gaming Pathways Program that led to the creation of a bachelor’s degree program in digital game development.
- NYC Department of Cultural Affairs Funder — Provided $47,365 to expand citywide STEAM education and digital gaming initiatives.
- New York Public Library Partner — Hosted a pop-up version of the Video Games: The Great Connector exhibition at the mid-Manhattan branch as part of a gaming career day.
- New York State Council on the Arts Funder — Provided $10,000 to support the "Video Games: The Great Connector" exhibition.
- New York State Higher Education Services Corporation Government — Doris B. González, a board member of the organization, is president of this state agency, indicating a leadership-level connection.
- OS NYC Partner — Partnered with HGS to host the CUNY Esports Tournament, providing venue and equipment support.
- SAENY Network — Research and program development are conducted under SAENY, the parent organization of Harlem Gallery of Science.
- Strong Ties, AI & ML Research Consultant Partner — Dr. Loretta Cheeks, founder and CEO of this organization, serves on the board, suggesting a strategic affiliation.
- The City College of New York Partner — Collaborates with SCIENCE AND ARTS ENGAGEMENT NEW YORK INC on the HARLEM GALLERY OF SCIENCE initiative.
- The City College of New York Partner — Hosted multiple student events including game days, college tours, and game design expos.
- The City College of New York Partner — Partnered with SAENY to create the Harlem Gallery of Science.
- The Shed Partner — Partnered for field trips to cultural exhibits and performances focused on social and artistic themes.
- Urban Arts Partner — Collaborates with Urban Arts to provide after-school game design opportunities and college and career pathway information during high school visits.
- West Harlem Development Corporation Funder — Provided $20,000 to strengthen video game–based learning programs.
strategies · 4
How they approach the work
Named approaches extracted from this org’s sources. Where others share an approach, follow it to see the full set of orgs running it.
- Experiential Learning Simulating Professional STEAM Work Environmentsmethodology: experiential_learningBy simulating real-world professional experiences like game studio internships and project-based collaboration with mentors, we prepare marginalized youth for high-paying STEAM careers, because hands-on, workplace-inspired learning builds both technical skills and workforce readiness more effectively than traditional instruction.
- Mindfulness Integration to Support Academic and Personal Developmentmethodology: mindfulness_in_educationBy integrating mindfulness and meditation into mentoring relationships, we strengthen students’ self-awareness, self-regulation, and academic performance, because socioemotional skills are foundational to learning and resilience—especially in high-stress environments.
- Youth Engagement Through Culturally Relevant Gaming and Digital Storytellingmethodology: culturally_relevant_engagementBy using video games, digital storytelling, sports, and music—forms deeply tied to youth culture and identity—we increase engagement in STEAM education and connect it to personal and community experiences, because culturally resonant content lowers barriers to participation and strengthens relevance of learning.
- Youth-Centered Co-Design Promoting Equity and Agencymethodology: student-centered_learningBy involving youth and communities in the co-design of exhibitions and programs, we create more meaningful educational experiences and promote equity in the gaming industry, because participatory design empowers underrepresented voices and ensures programming reflects lived realities.