About CYBERHERO LEAGUE

Our journey commenced in 2012 with the selection of our prototype for inclusion in the Worlds Futurists: BetaLaunch. This was a significant achievement that marked the beginning of our mission. It was followed by a second selection for Stanford University's inaugural Compassion and Technology Conference, a pivotal moment that provided us with the encouragement and motivation to continue ou’ to continue our work. The third selection for the prestigious Games, Learning, and Society confirmed our path. Throughout the years, we have created a diverse range of games with a shared objective: to educate young people about global challenges and introduce them to the non-profit organizations working tirelessly to make a difference in the world. For us, “cyber” and “hero” means using technology to improve the world—one mission at a time.

 
 
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WATER IS LIFE

In partnership with Ryan’s Well, a Canadian based nonprofit organization we launched a unique adventure that brought together elements of a traditional walk-a-thon with elements of online educational gaming.

 
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WATER CRAFT

Our first card game using the ARIS platform focused on promoting water awareness. A STE(A)M based game, players earn cards that include Inventors, Influencers, Culture, Techne, and Legends.

 
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SDG’S FOR ALL

In partnership with World Academy for the Future of Women we introduced youth to the SDG’s. We used edtech and the craft of mask making to introduce the plight of elephants (SDG 15).

 
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LIGHTS OUT!

Our first full length game, “Dearth of Darkness” included a Twine-based narrative, casual astronomy matching games, rebus puzzles and the first iteration of Stripes, a game about a Tiger in need of protection.

 
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CHARITY: WATER

In partnership with charity: water, we introduced youth to the worldwide need for clean water (SDG 6). Using the ARIS platform, we transformed Tribeca into a treasure hunt that culminated at charity: water HQ.

 
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INnER COMPASS

At Stanford University’s first Compassion and Technology Conference, we introduced a prototype of an“inner compass” gaming feature that enables youth to gain power by taking action to help others.