S.O.S. Gamers is a not-for-profit 501(c)(3) organization dedicated to bridging the gap in technology and information for lower income residents living in New York City. This is accomplished through the use of technology & media initiatives ranging from educational technology wish-lists to traditional print publications.
S.O.S. Gamers fulfills technology wish lists for underprivileged public schools and community centers in the NY Metro/NJ/CT Tristate area. These wish lists include educational items such as computers, calculators, etc., as well as recreational items such as video game consoles and games. These items help instructors to perform their duties with greater ease & efficiency. They also provide students with the tools they need to enjoy improved success in their academic pursuits as well as increase the enjoyment of recreational activities.
The best part of raising a family in NYC is having access to a diverse range of opportunities and experiences. Although many of these come in the form of low/no cost programs, services and events, access to the information is usually a barrier for a large population of New Yorkers who don't have the disposable time to find and filter everything.
Through our print publication, FAM Magazine, our goal is to keep parents who don't always have the luxury of being "connected" up-to-date on what's available to them, guaranteeing that every family has a fair chance at taking full advantage of everything New York City has to offer. Covering topics ranging from education and healthy eating to recreation and fitness, FAM helps families improve their quality of life without having to live above their means.
While 91.7% of the wealthiest households in the city (over $100,000/year household income) have adopted current technology in their homes, only 36.7% of the lowest- income households (under $25,000/year household income) have up-to- date computing equipment.
S.O.S. Gamers' objective is to close that gap. Our goal is to provide families in NYCHA and Section 8 households with educational technology. By exposing kids to current technology, we can not only raise their technical familiarity to that of other families--we can also introduce learning software and tutorial apps into children's extracurricular activities to help them perform better in the classroom.
After a survey of low-income households, we have determined that the biggest hurdle to developing a GO Bag is fiscal: It's hard for many families in the city to put together a kit filled with items they hope to never have to use when normal expenses can be budgetary challenges.
As a proactive disaster preparation project, SOS Gamers aims to deliver a free GO Bag to all of New York City's Public Housing and Section 8 residents; starting with those who live in "at risk" areas such as evacuation zones.
While it's true that some emergencies don't require evacuation, that doesn't mean that there aren't serious risks for those who are unprepared. This is especially true in scenarios where officials need to clear hazards from nearby areas, as well as emergencies involving contamination in the air. These are known as "shelter-in-place" scenarios, and one of the most important parts of preparation happens well in advance, with the assembly of an Emergency Supply Kit.
Although the city and various organizations offer training sessions for businesses, there aren't any for residents. SOS Gamers wants to change this by offering shelter-in-place workshops with an emphasis on building an emergency supply kit.
The GO Bag Interactive Project is an educational children's game that teaches families about the function, contents and significance of a "Go" bag. Navigating like a children's storybook--yet interacting like an educational video game--the goal of this project is to craft an experience that can engage both parent and child alike. The narrative takes the reader/player through a home, room by room, collecting items for their bag. Upon completion, the players get a summary of their bag's contents, with both the benefits of what was included, as well as the consequences of leaving out whatever they forgot to pack.