Mirror Me Description
Note: Access to MirrorMe is by invitation only.
Mirror Me is an interactive educational video game that teaches young people how to be fit, healthy and active in body and mind.
Together with their virtual pet, players undertake an educational journey packed with mini-games, quizzes, battles, and quests!
Children’s health and wellbeing is a well reported issue – with high levels of obesity and lack of physical activity having a very real impact on the daily life of thousands of children in the UK and around the world.
Using the power of a game, MirrorMe aims to educate young people about key areas of health and wellbeing and empower them to make measurable lifestyle choices that promote long term health and wellbeing using the “edutainment” model.
A friendly Professor guides children and their “Mirror-me” on a wellbeing journey via a phone and tablet-friendly game.
Children are guided through a set of wellbeing programmes made up of mini-games, quizzes and quests in a variety of locations and settings. Through a range of actions they can earn virtual coins which they can spend in a variety of ways, from boosting their power in battles to buying accessories for their Mirror-me.
The wellbeing content is being delivered around a central game model of “fight more, play more, level up” promoting usage and strong engagement.
Mirror Me is an interactive educational video game that teaches young people how to be fit, healthy and active in body and mind.
Together with their virtual pet, players undertake an educational journey packed with mini-games, quizzes, battles, and quests!
Children’s health and wellbeing is a well reported issue – with high levels of obesity and lack of physical activity having a very real impact on the daily life of thousands of children in the UK and around the world.
Using the power of a game, MirrorMe aims to educate young people about key areas of health and wellbeing and empower them to make measurable lifestyle choices that promote long term health and wellbeing using the “edutainment” model.
A friendly Professor guides children and their “Mirror-me” on a wellbeing journey via a phone and tablet-friendly game.
Children are guided through a set of wellbeing programmes made up of mini-games, quizzes and quests in a variety of locations and settings. Through a range of actions they can earn virtual coins which they can spend in a variety of ways, from boosting their power in battles to buying accessories for their Mirror-me.
The wellbeing content is being delivered around a central game model of “fight more, play more, level up” promoting usage and strong engagement.
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