Funding for New Counter-Disinformation Game
🏛 U.S. Mission to the Netherlands
✓ Free, no account · Source: Grants.gov · Last verified Oct 20, 2026
Can you apply?
This grant is for organizations developing digital counter-disinformation educational content and games. Applicants must produce an English and Dutch language game version, plus French and additional translations. Organizations must host the game on their own servers and implement data collection methods.
The game targets global internet users ages 15 and up. It must incorporate active inoculation theory and address current disinformation tactics. The product should be modular and expandable for future iterations.
Pilot testing will occur in the United Kingdom and Netherlands simultaneously. Final versions are intended for global audiences. This is a direct grant to eligible organizations with technical and educational capacity.
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Program description
U.S. DEPARTMENT OF STATE
U.S. EMBASSY THE HAGUE PUBLIC AFFAIRS SECTION
Notice of Funding Opportunity
Funding Opportunity Title: Funding for New Counter-Disinformation Game
Funding Opportunity Number: S-NL800-20-GR-3011
Deadline for Applications: August 19, 2021 6PM Local Time
CFDA Number: 19.040 – Public Diplomacy Programs
Total Amount Available: $275,000
A. PROGRAM DESCRIPTION
The U.S. Embassy The Hague Public Affairs Section announces an open competition for organizations to submit applications to 1) produce an English- and Dutch-language pilot version of a counter-disinformation game (requirements below), 2) produce a French version of the game, 3) produce one additional translation into a European, Asian, and/or African language, to be determined at a later date 4) host the game on the company’s own servers, and 5) develop and implement data collection and analysis methodologies to demonstrate the project’s achievement of expected results, and 6) promote games to target audiences. Please carefully follow all instructions below.
Digital games have proven to be an effective tool in building cognitive resistance to disinformation across diverse environments and cultural contexts. The U.S. Embassy in The Hague is accepting proposals for the development of a digital game that incorporates active inoculation theory1 along with other digital media literacy education methods in a fun, interactive experience targeting global internet users ages 15 and up. Primary gameplay should simulate the experience of engaging in common disinformation and propaganda activities, while educating the user on digital literacy applicable in the real world.
Successful proposals will incorporate active inoculation theory and address current disinformation and propaganda tactics. The delivered product should be modular, scalable, and expandable so that later iterations could address additional problem sets, such as violent extremism and health misinformation. The game will be piloted simultaneously with players in the United Kingdom and the Netherlands, and lessons learned from these pilots will inform the final version of the game intended ultimately for global audiences. The next translation will be produced for French speakers in Europe and Africa, followed by one more translation into a European, Asian, or African language to be determined later. Ideally, the proposed project would use in-game surveys or other in-game methods to measure effectiveness. The total amount of funds available for a successful proposal would be $275,000.
Priority Region: Global
Program Goal: Degrade malign actors’ ability to diffuse disinformation among target audiences.
Expected Results
Objective 1: Target audiences have increased their ability to discern disinformation, self-confidence in these abilities, and motivation to share factual narratives.
Outcome 1.1: Members of the target audiences played the game to completion.
Output 1.1.1: Produced counter-disinformation game consistent with funding requirements.
Output 1.1.2: Launched pilot versions and gathered lessons learned
Output 1.1.3: Updated game based on pilot lessons learned
Output 1.1.4: Translated and launched game for specific target audiences.
Output 1.1.5: Promoted game through key channels for each target audience
Outcome 1.2: Players of the game participated in pre and post survey to gauge the effectiveness of the game.
Output 1.2.1: Developed and implemented methodology to collect and analyze data on the effectiveness of the game.
Main Activities
To contribute to the stated goals and achieve expected results, the awardee will carry out the following activities:
· Produce an English- and Dutch-language pilot version of a counter-disinformation game and gather lessons learned
· Produce a translation for a French-speaking audience
· Produce a translation of the gameinto one more European, Asian, or African language (to be determined in consultation with Grant Administrators during development)
· Host the game on the company’s own servers
· Develop and implement data collection and analysis methodologies to demonstrate the project’s achievement of expected results
· Promote games including translated versions to target audiences, may use up to $10,000 of award funds for paid promotion (paid promotion is optional)
Performance Indicators
The project should monitor and report on performance indicators that are specific, measurable, achievable, reasonable, and time-bound. Prior to implementation, the implementer shall produce a monitoring and evaluation plan documenting indicators for each expected result, key definitions, performance baselines (where possible), performance targets, justification of performance targets, sources of data, methods of data collection, methods of analysis, frequency of measurement, and units of measurement. In addition to disaggregation by target audiences, all indicators should also be disaggregated by sex and age where feasible. Preferably, the project should establish an automated means of collecting and analyzing performance metrics, with a dashboard displaying these metrics for easy sharing or review by Grant Administrators.
Potential indicators may include:
Objective 1
· Average change in surveyed individuals’ abilities to discern disinformation
· Average change in surveyed individuals’ self-confidence in discerning disinformation
· Average change in the proportion of surveyed individuals reporting that they are less likely to share disinformation and more likely to share factual narratives
Outcome 1.1
· # of individuals that completed the game
· # of individuals that started but did not complete the game
Output 1.1.1
· # of counter-disinformation games produced and launched following funding requirements
Output 1.1.2
· # of pilot versions launched
Output 1.1.3
· # of updated games produced based on pilot lessons learned
Output 1.1.4
· # of translated versions produced and launched
Output 1.1.5
· # of promotion activities conducted, by type of promotion (ex. social media ads)
· # of individuals reached by promotion activities
· # of articles covering project-funded game
· # of key stakeholders promoting project-funded game
Outcome 1.2
· # of individuals that completed the pre and post surveys
· # of individuals that responded to pre and post surveys
Output 1.2.1
· # of survey methodologies developed to measure the effectiveness of the game in Objective 1
· # of times that the developed data collection method was implemented
Who can apply
Eligible applicants
How to apply
Application links
Key dates & requirements
Required documents
- Application narrative/proposal
- Game design specifications
- Data collection and evaluation methodology
- Budget and budget narrative
- Organization capacity and experience documentation
- Letters of support or partnership agreements (if applicable)
Program contact
- 👤 Gregory Mabry Grantor
- 📧 mabryga@state.gov
- 📞 31-0703102442
Funding track record
Recent awards under CFDA 19.040 from the last 3 years — real organizations that won funding through this same program.
Top 10 Largest Recent Awards
-
$4,682,072
-
$3,371,312
-
$3,076,525
-
$2,650,000
-
$2,050,500
-
$1,861,451
-
$1,700,000
-
$1,565,795
-
$1,500,000
-
$1,480,000
Source: USAspending.gov — federal spending transparency. Data covers last 3 years.
Funding history
Annual funding for this program — Federal obligations (CFDA 19.040). How funding has trended year over year.
| 2018 | $129,428,262 | |
| 2019 est. | $34,549,598 | |
| 2020 | $129,979,440 | |
| 2021 | $128,999,999 |
FAQ
Who can apply for this grant?
Organizations with experience in digital game development, digital media literacy, and counter-disinformation work are eligible. Applicants must be able to develop multilingual versions and host on their own servers.
What is the deadline and timeline?
The application deadline was August 19, 2021. This is a historical posting with a fixed deadline that has passed.
What activities are funded?
Funding covers game development in multiple languages, server hosting, data collection methodology, impact analysis, and audience promotion. The game must teach digital literacy through interactive, realistic disinformation scenarios.
How competitive is this grant?
This is a targeted opportunity with specific technical requirements. Strong proposals demonstrate game development expertise, understanding of inoculation theory, and multilingual capacity.
What is the funding amount?
Total available funding is $275,000. Specific award amounts per recipient are not specified.
💡 Tips for applicants
- Emphasize your team's game development experience and portfolio of similar educational digital products.
- Clearly explain how your game incorporates active inoculation theory and addresses real disinformation tactics.
- Detail your data collection and evaluation methodology upfront—impact measurement is crucial.
- Confirm your technical capacity to host on your own servers and support multiple language versions.
- Show evidence of partnerships or audience channels for promoting the game to target users ages 15+.
⚠️ Common mistakes
Applications lack detailed game design specs or fail to explain active inoculation theory integration. Proposals underestimate multilingual development costs and server infrastructure requirements. Weak evaluation plans that don't measure actual behavior change or cognitive resistance gains.
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