The Jennifer Ann Crecente Memorial Group, Inc.
#stopTDV
The Jennifer Ann Crecente Memorial Group, Inc.
EIN: 20-4618499
Programs and results
What we aim to solve
Nearly half of all students (44%) have been in an abusive dating relationship by the time they graduate from college. Our work is to prevent adolescent dating abuse (a/k/a teen dating violence) by: increasing awareness; providing educational information; changing unhealthy attitudes or beliefs; and ensuring proper laws are in place to protect young people.
Our programs
What are the organization's current programs, how do they measure success, and who do the programs serve?
Online outreach
Jennifer Ann's Group is committed to increasing awareness and providing educational information about dating violence - especially as it affects adolescents.
The online outreach includes: an organizational website (JenniferAnn.org); an awareness campaign (stopTDV.org, stopTDV.com, stopTDV.ngo); a video game portal (JAGga.me); an online newsletter (relationshipabuse.org); and social media accounts with Twitter, YouTube, Facebook, Google+, tumblr, Pintrest, and Instagram.
Educational Resources for Colleges
Jennifer Ann's Group has developed an educational bookmark for college-aged students. The bookmarks contains "10 warning signs of a potentially abusive relationship" as well as helpful info designed for college students. We have also developed educational bookmarks tailored with information about consent and about media literacy.
Gaming Against Violence
Since 2008 Jennifer Ann's Group has sponsored the Life.Love. Game Design Challenge which awards developers for creating video games about dating violence. All of the award-winning games are available to play free either online in a web browser or for download to smartphones / tablets.
This is an evidence-based approach to increasing awareness; educating young people; and changing unhealthy beliefs or attitudes. The topics addressed: bystander awareness, consent, critical thinking, cultural influences, gaslighting, healthy relationships, media literacy, resilience, and teen dating violence prevention. Two published studies indicate that, among other things, the games are effective at changing unhealthy attitudes or beliefs about dating relationships.
Speaker's Bureau
Jennifer Ann's Group has select professionals available to speak at conferences and to large organizations about dating violence as well as the role of video games in addressing this issue.
Additionally we present our work from the Gaming Against Violence program with serious video games at select conferences.
Where we work
External reviews

Photos
Our results
How does this organization measure their results? It's a hard question but an important one.
Evaluation documents
Download evaluation reportsSerious video games produced and published addressing issues affecting adolescents
This metric is no longer tracked.Totals By Year
Population(s) Served
Adolescents, Parents, Students
Related Program
Gaming Against Violence
Type of Metric
Output - describing our activities and reach
Direction of Success
Increasing
Context Notes
These prosocial games can be played online or downloaded via appstores. Rather than focus on number of times the games are played, we've listed the number of games produced that year.
Number of new or updated prosocial games published for adolescents
This metric is no longer tracked.Totals By Year
Population(s) Served
Young adults, Adolescents, Preteens, Researchers, Teachers
Related Program
Gaming Against Violence
Type of Metric
Output - describing our activities and reach
Direction of Success
Increasing
Context Notes
This # reflects the number of new or updated prosocial games published for our 'Gaming Against Violence' Program. Games are not necessarily produced & published in the same year.
Number of countries represented through our prosocial games.
This metric is no longer tracked.Totals By Year
Related Program
Gaming Against Violence
Type of Metric
Outcome - describing the effects on people or issues
Direction of Success
Increasing
Context Notes
This is the total # of countries represented through the prosocial games we produce and publish. The # is cumulative.
Our Sustainable Development Goals
Learn more about Sustainable Development Goals.
Goals & Strategy
Reports and documents
Download strategic planLearn about the organization's key goals, strategies, capabilities, and progress.
Charting impact
Four powerful questions that require reflection about what really matters - results.
What is the organization aiming to accomplish?
Preventing teen dating violence through awareness, education, and advocacy.
What are the organization's key strategies for making this happen?
Awareness: increase awareness among students, teachers, school administrators, parents, and legislators about the prevalence of dating abuse amongst tweens, teens, and young adults (ages 11 - 24). We are achieving this through social media and online resources.
Education: provide educational information to help identify unhealthy relationship behavior and how to seek help if needed. We are achieving this through distribution of our online resources and educational bookmarks. We also run the annual Life.Love. Game Design Challenge which awards prizes to video game developers for creating video games about dating violence.
Advocacy: educate the public and legislators about the need for laws requiring school districts to have formal policies regarding teen dating violence and the need for laws that provide equal protection to nonmarried victims of abuse.
Changing unhealthy beliefs or attitudes: when young people witness or otherwise learn unhealthy attitudes regarding relationship and gender norms they are more likely to engage in, or otherwise be accepting of, those same unhealthy attitudes or beliefs. Through our Gaming Against Violence program we are effectively changing those attitudes or beliefs through use, discussion, and dissemination of our evidence-based prosocial video games. As of March 2023, two published peer-reviewed journal articles support this approach to dealing with these difficult and sensitive issues. We have produced more than 60 bespoke prosocial games intended to promote violence prevention among adolescents.
What are the organization's capabilities for doing this?
Leveraging technology and creative solutions to reach and empower an international audience. Our Gaming Against Violence program has produced over sixty prosocial video games that engage, educate, and empower young people about issues related to bystander awareness, consent, critical thinking, cultural impacts, gaslighting, media literacy, power and control, resilience, and warning signs of an abusive relationship.
What have they accomplished so far and what's next?
In 2022 our Gaming Against Violence program was selected as a Top-50 nonprofit program in the U.S.; our game Culture Overlord was an official Games for Change Awards nominee in the category of Best Learning Game; we were recognized by the El Paso County Commissioners for our work to prevent teen dating violence; and we received a grant from the Everytown Survivors Network for our work to support victims of violence and prevent future violence. We also managed a speakers panel at the Meaningful Play Conference discussing the use of prosocial video games for violence prevention. The game theme for 2022 was resilience.
In 2021 our games Sea of Roses and Culture Overlord were both finalists for the GEE Educational Games Award. Also we spoke at universities (virtually) in Georgia, New York, and Texas to graduate and undergraduate students in the fields of public health, criminal justice, and sociology. We also managed a speakers panel at the PAX Unplugged Conference discussing the use of non-digital games for violence prevention. The game theme for 2021 was power & control in relationships.
In 2020 our game Lamplight Hollow was a winning game of the 2020 JungleJam Dreamhack Anaheim. Also in 2020 we spoke at several conferences (virtually) including: Games for Change, Texas Psychological Association Annual Conference, and PLAY-NYC. Also in 2020 we were recognized by DeKalb County as Torchbearer of the Month for our work and by the El Paso County Commissioners for our work in prevention of teen dating violence. The game theme for 2020 was cultural impacts on adolescents' perceptions of healthy dating relationships and gender norms.
For 2019 our game Rispek Danis was an official Games for Change Awards nominee in the category of Most Significant Impact. Also in 2019 our consent game ADRIFT was featured in the MOD museum in Australia where a life-size version of the game was recreated for museum visitors to learn about consent. The game theme for 2019 was gaslighting.
Since 2008 we have produced over sixty video games which engage, educate, and empower adolescents. Our Gaming Against Violence program has been pilot tested at the largest school district in Texas, El Paso Independent School District. We are continuing our research efforts to iteratively improve and refine these games to educate young people and to change unhealthy beliefs or attitudes regarding dating relationships and gender norms.
Financials
Revenue vs. expenses: breakdown
The Jennifer Ann Crecente Memorial Group, Inc.
Revenue & expensesFiscal Year: Jul 01 - Jun 30
SOURCE: IRS Form 990
The Jennifer Ann Crecente Memorial Group, Inc.
Balance sheetFiscal Year: Jul 01 - Jun 30
SOURCE: IRS Form 990
The balance sheet gives a snapshot of the financial health of an organization at a particular point in time. An organization's total assets should generally exceed its total liabilities, or it cannot survive long, but the types of assets and liabilities must also be considered. For instance, an organization's current assets (cash, receivables, securities, etc.) should be sufficient to cover its current liabilities (payables, deferred revenue, current year loan, and note payments). Otherwise, the organization may face solvency problems. On the other hand, an organization whose cash and equivalents greatly exceed its current liabilities might not be putting its money to best use.
Operations
The people, governance practices, and partners that make the organization tick.
Documents
Principal Officer
Drew Crecente
Father of Jennifer Ann Crecente.
The Jennifer Ann Crecente Memorial Group, Inc.
Officers, directors, trustees, and key employeesSOURCE: IRS Form 990
Compensation data
There are no highest paid employees recorded for this organization.
The Jennifer Ann Crecente Memorial Group, Inc.
Board of directorsas of 03/17/2023
Board of directors data
Dr. Elizabeth Richeson
Elizabeth L. Richeson
Paul Richeson
Katherine Brehm
Drew Crecente
Thenral Mangadu
Beth Abbott
Jeff Temple
Homero Silva
Board leadership practices
GuideStar worked with BoardSource, the national leader in nonprofit board leadership and governance, to create this section.
-
Ethics and transparency
Have the board and senior staff reviewed the conflict-of-interest policy and completed and signed disclosure statements in the past year? Yes -
Board composition
Does the board ensure an inclusive board member recruitment process that results in diversity of thought and leadership? Yes
Organizational demographics
Who works and leads organizations that serve our diverse communities? Candid partnered with CHANGE Philanthropy on this demographic section.
Leadership
The organization's leader identifies as:
Race & ethnicity
No data
Gender identity
No data
No data
Sexual orientation
No data
Disability
No data