LAUNCH DETAILS

With our partners, we’re creating a North America-wide campaign.

YEARLY

A new story each school year
Every year the movie changes, the game evolves, and students receive a new set of exciting missions to conquer.  

 

EDUCATORS

Designed to support teachers
Educators lack funds and resources. Funds – our entire platform is free to schools. Tech – we use basic technology all schools have. 

IMPACT

Over 200,000 students
With our partners, we’ll reach over 200,000 teens across North America. We’ll also help schools with their fundraising efforts. 

QUESTIONS & CONCERNS

How long is the game?

The entire experience takes place over 4 weeks. Over these 4 weeks, we build anticipation, drop clues, show the movie, form teams, have teens seek sponsors, and introduce interactive elements. But time-wise for the school, the actual game takes place over the course of 2 afternoons.

What happens over the 4 weeks?

Week 1: We release a mysterious clue in the school in order to build intrigue. Week 2: We show the movie and introduce the game. Students form teams and sign-up. Week 3 and 4: Students seek sponsors for their team. Final Day (in Week 4): The school is turned into an escape room by our team and students have 2 hours to solve the game. The winning team wins all the money they raised.

How do the sponsors work?

After teens form groups, they create a profile on a website that is similar to GoFundMe and Kickstarter. The teen groups then invite their family, friends, and local businesses to sponsor them in the game. This the same model that Charity Marathons use.

What is the grand prize for the winning team?

The team that gets the largest sponsorship gets to keep all the money they raise! The rest of the students in the school win by having a percentage of the money they raise go towards something entirely for them. Students will get to vote on how the money is used – a dance, a field trip, a sporting event, etc.

How are the funds distributed?

We set out to not only make our interactive entertainment free to schools but to also help the school raise needed funds. 60% of the funds we raise are donated to the schools, students and our non-profit partner. The national average that school fundraising companies provide to schools is 40%. This is done by selling gifts, candy, toys, etc. Not only do we surpass the national average by giving back 60%, but we are giving the students an amazing interactive experience.

Teachers barely have any time as it is

We understand that teachers are already very busy. This is why we’ve taken every measure to minimize the effort required. Week 1 contains a short 5-minute interruption and zero effort from the teachers. Week 2 requires a school viewing of the movie and a presentation afterward by our partner. Week 3 and 4 are done after school by the students (no involvement required from teachers or school). The final day takes 1 hour of prep by each teacher and then 2 hours for the game which is lead by our partner and the app.

Most schools don't have the latest tech needed for alternative programs

Many Education Technology companies requires the latest tablets or individual computers. Our platform is designed to work with basic technology that all schools have access to. Our platform runs on a basic website that doesn’t require high-speed internet and is accessible on older desktops or older mobile devices.

A game can't help these kids

Gangs, drugs, and rebellion reward teens with belonging, respect, and strength. We need to match these rewards. Our solutions: Need for belonging: Teens join a team with their peers. Need for respect: Our style matches popular video games and action movies. The better teens do, the more respect they receive. Need to rebel: Our missions are not silly education games. Our missions push teens to challenge themselves and find their inner hero.

Teens quit things

Our game isn’t just an animated math program. Our game is an interactive adventure that is tailored to the interests of teens. Also, our missions are designed to help teens increase their confidence. Missions start simply and increase in difficulty – just like a video game. And just like a video game, we offer rewards to keep teens motivated. Our focus is to connect with teens at their level – not force them into something that they don’t care for.

SEE OUR UPCOMING PROJECTS

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