Jump Anywhere in the World (JAITW)

JAITW is a seven-series mobile video game that teaches life and social skills needed to survive during adversities and challenges.

Photo of Elijah Beach
7 9

Written by

Additional categories (optional)

  • Education

Are you employed by T-Mobile or related to an employee of T-Mobile?

  • No

Website or social media url(s) (optional):

Snapchat: nukeafrica https://www.instagram.com/jumpmediaapp88/ https://www.facebook.com/jaitw3/

Date You Started Your Project Started


Project Stage: Select the description below that best applies to your approach.

  • Growth (have moved past the very first activities; working towards the next level of expansion)

1. The Problem: What problem are you helping to solve?

Social media has replaced real-time relationships. More Importantly, according to psychologist Jean Twenge, “Teenagers who spend 4-5 hours a day on their smartphones increase their risk of anxiety and depression by 27%. Cyberbullying and online peer pressure have deeply affected people of all ages on various social media platforms. I strongly believe that the anonymity social media provides has contributed to the rise in youth violence.

2. Your Solution: How are you planning to solve this problem? Share your specific approach.

Most video games reward players for violent conquests or captures. J-coins are are tokens exclusively designed for JAITW. Players earn J-coins when they choose to: • Increase the health bar for Elijah • Use mindfulness strategies • Demonstrate understanding of cause and effect • Allow characters to resolve their conflict without fighting each other and • work together to overcome obstacles Players with the most J-coins earn virtual prizes and celebrations! More development to come. In addition, Chattabox adds a layer of protection by allowing users to: 1) click on the name of an offender, a drop-down menu appears with typical offenses; 2) click on the offense; 3) a report is sent to Jump admin for investigation. Violators of the terms of use and/or privacy policy will be removed from the Jump network.  I believe that good mental health practices, life and social skills, and the ability of youth to control their own behavior are key factors to preventing and or reducing youth violence.

3. Personal Journey: What’s the story behind why you decided to start this project?

We often hear stories about a victim of bullying. Sadly, I became an offender. I was 8 years, I began making comments on different videos and for the first time, I felt a part of something bigger than my family. On a few occasions, YouTuber's would respond back to my comments and that made me so happy. Then one day, my grandma called me to the kitchen. She was angry. She asked me did I say mean things about a friend's video. I dropped my head in shame and answered yes. She told me that my comments hurt his feelings and I was grounded for 1 week. During that week, I pondered how I can make up for what I did. So for the next 2 years, I experimented with different projects, took an animation class, began developing fictional characters with their story-line until it hit me, KIDS NEED TO SEE WHAT POSITIVE CONNECTIONS LOOK LIKE and FEEL THE BENEFITS. Two years later, here I am!

4. Selfie Elevator Pitch: Include 1-minute video that answers the following “I am stepping up to make change because...”

I am stepping up to make change because my family, teachers and my friend’s parents constantly warn us about addictive video games or apps. I’m going to change how adults feel about video games when they see us playing JAITW, making positive choices and resolving conflicts without fighting. How can a video game accomplish this? We learn best when the lessons are taught where we are. We are on video games. Let the lessons, the learning and the laughter begin!

5. Example: Please walk us through a specific example of what happens when a person or group gets involved with your project.

Recently, my team hosted a marketing meeting and one of the members brought her 7 year old son. We reviewed the video trailer and started looking at graphics. Her son was motionless, as if he were in a trance. As she worked on an ad design, he watched her for several minutes, with his eyes widening with excitement. All of a sudden, he began begging her to get the game from the App Store and put it on his tablet!

6. The X Factor: What is different about your project compared to other programs or solutions already out there?

One app that comes to mind is Grom, a social networking app for kids ages 9-11. it was founded by Zak Marks when he was 11 years old. He also created a video game called Grom Skate, a skateboarding adventure game. As far as my family's research, we appear to be the first indie developers to combine social networking and a video game together.

7. Impact: How has your project made a difference so far?

My team and I are working on establishing a social media presence on Facebook, Twitter, Instagram and YouTube. Currently, we have about 390 followers total. That's not a lot. So we are partnering with 2 local universities for marketing interns to help us gain a solid social media presence by regularly posting relevant content to attract the gaming communities. In addition, we are apart of several gaming groups and pages to stay connected to what's happening in the world of video games. We subscribe and hashtag other developers who's mission is to promote apps they value. #IMakeApps is backing us! For my part, my 3 best friends and I wear JAITW tee shirts and hats to school one day a week, which has created a positive buzz of anticipation among students and staff!

8. What’s Next: What are your ideas for taking your project to the next level?

We are scheduling Game Night events at participated restaurants in the Chicagoland area. Once the game is "live", we will project 2 levels of the game on a TV as a "teaser" for the patrons and our invited guests. We will raffle of prices, collect kid's social media handles, and ask EVERYONE present to follow, "like", and subscribe to our social media platforms. So far, Chipolte, Panda Express, Uno Pizza, bdMongolian Grill, Chick-fil-A and Panera Bread have committed to hosting a Game Night!

9. Which of the following types of expertise would be most useful for you?

  • Marketing Strategy

10. Finances: If applicable, have you mobilized any of the following resources so far?

  • Friend support
  • Family support
  • Sales
  • Mentors/advisors
  • Donations less than $100
  • Donations between $100-$1k

How did you hear about this challenge?

  • Recommended by others

Referral: If you discovered the Challenge thanks to an organization or person other than Ashoka or T-Mobile, who was it?

Stacy K. Vaughn, D-Unity Group out of Atlanta, GA.

Evaluation results

3 evaluations so far

1. Overall evaluation

5 - This idea rocked my world. It’s awesome! - 0%

4 - This idea seems really exciting. With a little more polishing, it’d be among my favorites. - 100%

3 - This has some good elements and some areas for development - 0%

2 - This doesn’t inspire me so much - 0%

1 - It didn’t make my heart beat faster. - 0%

2. Changemaker Quality

5 - Absolutely, 100%! - 0%

4 - I feel really good about this - very promising - 66.7%

3 - This has some good elements and some areas for development - 33.3%

2 - This doesn’t inspire me so much - 0%

1 - This entry is weak here - 0%

3. Creativity

5 - Absolutely, 100%! - 66.7%

4 - I feel really good about this - very promising - 33.3%

3 - This has some good elements and some areas for development - 0%

2 - This doesn’t inspire me so much - 0%

1 - This entry is weak here - 0%

No Answer - 0%

4. Commitment

5 - Absolutely, 100%! - 0%

4 - I feel really good about this - very promising - 100%

3 - This has some good elements and some areas for development - 50%

2 - This doesn’t inspire me so much - 0%

1 - This entry is weak here - 0%

No Answer - 0%

5. Connection

5 - Absolutely, 100%! - 33.3%

4 - I feel really good about this - very promising - 0%

3 - This has some good elements and some areas for development - 66.7%

2 - This doesn’t inspire me so much - 0%

1 - This entry is weak here - 0%

No Answer or No Connection - 0%


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Photo of Carson McBain

This is a highly creative way to encourage important skills and empathy-based actions in the players. Your strategy for awarding players J-coins is really well thought-out, and from what I saw in the trailer the game design is sophisticated. The title Jump Anywhere in the World intrigues me; I would love to read a bit more about the gameplay and the different worlds/places, and how the characters 'jump' from place to place. My questions for you to develop this further are - Is there a way for characters/players to freely communicate with each other and get rewarded for their actions? Also, are the issues of cyberbullying, anxiety, and depression directly referenced in the game, or does it exclude them completely - choosing instead to model good behaviors only? I'm very intrigued and hope I'll get the chance to play this game! Best of luck to you!

Photo of Elijah Beach

Hi Carson. Thanks for reviewing JAITW and your encouraging comments. The relationship between the characters is the foundation of the game. They must learn how to work together in order to survive. Players with the most rewards earn a virtual trophy and runners-up win a virtual "applause hands".
The characters (if players choose) model behaviors that reduce or eliminate bullying, anxiety and depression. I look forward to hearing from you after the game launches! Thanks again for your positive feedback!

Photo of Riley Knows It All

I think this is great because often we become disassociated with human connection and reaction when behind a screen. This humanizes the tech experience.

Photo of Elijah Beach

Thank you for believing in my product. Good luck to us both!