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2025 Nominees

Zero’s Quest

Our playful learning experience, Zero’s Quest, is a narrative puzzle adventure game, designed to teach 10 – 12-year-olds the importance of empathy, and how to ‘play well’ online.



The game provides learnings centered around life-like situations children may encounter in the online space and provides them with a risk-free training playground to role-play and experiment through free choice. The experience encourages children to reflect on their choices through positive reinforcement with the ultimate outcome of learning how to deal with negative social behaviors or feelings (such as bullying, trolling, fear of missing out (“FOMO”), negative self-worth) and build and promote prosocial behavior (promoting kindness, being a positive role model, and standing up to negative behavior in a constructive way).??

The design of this learning experience is based on the LEGO Digital Empowerment skill-building impact framework, which builds six key digital literacy skills in children, enabling them to navigate and thrive in the digital space through innovative play-based learning experiences. ?



In Zero’s Quest, players takes on the role of Alice, a friendly and tech-savvy girl, who finds a robot named Zero crash-landed in her garden. To help Zero return home, Alice must enter the three online games that her friends are playing and gather positive energy by solving puzzles and practicing kindness.



One game that Alice enters is Forest Age, where she follows the trail left behind by her friend Elezor. This chapter aims to teach children the concept of digital footprints and the impact our individual actions can have on others, empowering all players to start shaping a more positive online environment.



In another chapter, Alice enters the multiplayer football game Pitch Pros. Her brother Benji is causing trouble for his teammates and stopping them from playing because he got angry after losing a game. This level helps children explore the ideas of digital sportsmanship, rage quitting and learning how to be a good team player.



A third chapter takes place in Starscreen, a place where live-streamers can share content with fans. The musician Billie Moon has lost her confidence after reading some nasty comments and doesn’t want to perform. This chapter supports players to learn how to tackle cyberbullying, anxiety, and overcome the problems of tying one’s self-worth to comments and likes.



Kids playfully explore these immersive game worlds made from LEGO® bricks. They communicate with non-playable characters to understand their feelings and problems and solve puzzles to learn online social skills in a way that is fun, positive and inclusive. Zero’s Quest delivers a safe-by-design playful learning experience that applies Social and Emotional Learning principles to efficiently communicate with children at eye-level and build positive social impact with children’s best interests at heart. With our learning-through-play approach we aim to deliver positive social impact by empowering children to thrive in a digital age, as well as to inspire the community at large, including industry, to take steps forward and support their audience in building the relevant skills required for today and tomorrow.

For submission inquiries, contact Sarah Miles at 1-416-408-2300 x425 or smiles@brunico.com.