The Educational Game Research Institute (Egris) 501(c)(3) application to the U.S. Department of the Treasury/Internal Revenue Service for tax exempt status from Federal income tax was approved on December 24, 2008. Contributions to Egris are deductible under section 170 of the Code. This determination qualifies Egris to receive tax deductible bequests, devises, transfers or gifts under section 2055, 2106 or 2522 of the Code. Egris is considered a public charity under the 501 (c)(3) code.

The Educational Game Research Institute (EGRIS) was formed exclusively for charitable and educational purposes.  At this time we are in the initial stage of development.  Due to local and national needs for digital education we expect EGRIS to grow rapidly and serve a wide group of users.  Over the past three years we have been organizing and implementing the basic infrastructure.  Initially, with faculty cooperation from California State University Channel Islands (CSUCI), we set up a computer game design and development minor to provide students interested in getting into the video game industry with appropriate knowledge, as suggested by the video game industry, and some level of the required experience.  In addition to core research, design and educational game development, EGRIS will provide students, ultimately from different educational institutions, with internships, educational projects, and a chance to gather additional game related experience as volunteers and/or reasonable-cost employees.

Specifically, EGRIS will address the following:

1.   Research, design, and development of interactive, educational, video and robotics games primarily for the sciences and mathematics, to be used in combination with existing curriculum and teaching techniques.  The target audience is middle, secondary, and post-secondary students, including those that have difficulty with or lack interest in math and science.  By including these topic oriented games as part of classroom activities and/or as homework we hope to better engage and motivate students while increasing their mastery of the material, and add consistency to and simplify the instruction.

2.   Research, design, and develop interactive video games and robotics support for the aging. The intent is to provide entertaining mental exercises, physical support, social interaction, and, through online games, offer another way of keeping in touch with distant family and friends. Involving the aging population into digital activities to maintain their mental health and well being is a growing area of interest and national need, and we will work on the design of the age appropriate interactive activities to address these issues.


Initially the effort will be focused the educational games supporting and expanding the existing school and college curriculum to address the national needs for more mathematics and science educational technology as stated in the following excerpt from the 2006 Summit on Educational Games sponsored by the Federation of American Scientists: ‘Modern video and computer games offer a rich landscape of adventure and challenge that appeal to a growing number of Americans. Games capture and hold the attention of players for hours as they struggle to operate a successful football franchise, help Romans defeat the Gauls, or go through the strict regimen of Army basic training in virtual landscapes.’

People acquire new knowledge and complex skills from game play, suggesting gaming will help address one of the nation’s most pressing issues — ‘strengthening our system of education and preparing workers for 21st century jobs. Numerous studies of American competitiveness completed in the past few years have emphasized that America’s position in the world depends increasingly on maintaining leadership in technology.  They emphasize that this can only be accomplished if American workers are prepared to move quickly in response to technical change, and be ready for new jobs and careers as they emerge.  Today the use of computer-based technology is required by almost all areas of modern industry, and the immediate needs for technology savvy employers exist in every field.’