Videogames and livestreaming: An interactive workshop about interactive entertainment

The videogames industry is now worth $116 billion, twice as much as music and movies combined. It’s interactive, so the potential for meaningful engagement and storytelling is extremely rich. In fact, some of the most up-and-coming influencers have achieved their status because other people like watching them play videogames. It may not be your traditional demographic, but that may be about to change.  

This workshop will aim to debunk the myths our sector has about the gaming industry and explain in detail who the key influencers are and their motivations. This interactive workshop will be led by Twitch, the world’s biggest videogame streaming platform; Tiltify, the specialists in streamer fundraising; and War Child UK, a charity that has built videogames and livestreaming into their fundraising strategy. 

This workshop is designed to complement the Big Room session The brave new world of videogames and live stream fundraising. We will aim to inspire and inform you about how videogaming and livestreaming are being used to raise funds for good causes. The presenters will deliver a condensed version of the Big Room content, which will then allow time to split off into three smaller groups. The smaller groups will then become interactive mini-workshops to help you explore new ideas and how you may be able to apply them to benefit your organisation. 


Aimed at: 

If you’re interested in engaging gamers, content creators, Gen Zs, and millennials; cutting-edge fundraising; community fundraising; corporate fundraising; or comms and brand, then this session is for you.  


Learning outcomes: 

Participants will leave with an understanding of: 

  • How interactive entertainment can enhance a charitable call to action 
  • How videogaming and livestreaming are being used to raise funds for good causes 
  • How you can use livestream fundraising to benefit your organisation 
  • Who are the key online influencers and what are their motivations, limitations, and potential impact 
  • Real world examples of success, failure, learning, and innovation.  


Alyssa Sweetman (USA)
Charity Program Manager, Twitch
Nick Scott (UK)
Head of Partnerships, War Child UK
Michael Wasserman (USA) 
CEO & Co-Founder, Tiltify