CYBERHERO ARCHETYPE IS SUBJECT OF AWARD WINNING RESEARCH
Heroism research is burgeoning, thanks in large part to Drs. Phil Zimbardo and Zeno Franco's theoretical construct of the "heroic imagination". Dr. Dana Klisanin applied this construct to cyberspace and found a new hero hiding there: the Cyberhero. The Cyberhero archetype is based on the understanding that heroism is evolving and new forms are emerging that use digital technology to accomplish heroic aims. These heroic aims include achieving the Sustainable Development Goals set forth by the United Nations. Dr. Klisanin and her team developed the Cyberhero League so that kids everywhere can learn about this new hero. The Cyberhero is the antithesis of the Cyberbully and helps kids become good digital citizens. In the Cyberhero League kids learn about the many ways they can use the "cyberpowers" of the digital era to help others and tackle global challenges.
HEROIC REFLECTIONS: HEROISM IN POPULAR, VISUAL AND DIGITAL CULTURES, AND CREATIVE PRODUCTION
Excerpt from the Journal: IM: Interactive Media, a refereed interdisciplinary electronic journal administered by the National Academy of Screen and Sound (Australia) and conceived as an interactive forum for researchers in screen and screen production. Heroism remains a persistent phenomenon in both lived experience and the media in contemporary Western and non-Western societies.
HEROISM IN MINDFUL, CREATIVE AND PLAYFUL PARTICIPATION
By Olivia Efthimiou, Murdoch University - Excerpted from IM: Interactive Media 2016
"The infiltration of mobile, locative and social technologies in our everyday interactions and daily rituals is having a profound impact on our sense of self and sensory experiences (Hjorth and Richardson 2014). The significance of hero archetypes in popular culture, gaming and creative production in the 21st st century has been discussed by a number of theorists (for examples see: Ardill 2008; Buchanan-Oliver and Seo 2012; Klisanin 2012; McLoone 2010; Viega 2012)
CHL:Dearth of Darkness
By Dana Klisanin, Excerpted from GLS 11, Games, Learning,& Society
Cyberhero League (CHL) is an online gaming adventure that brings “scouting” into the 21st century through en- abling youth to tackle global challenges using digital technologies as the means. Systemically designed to ad- vance principles of connected learning especially in the core learning area of interest learning and the core design area of shared purpose.