 The project was unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students.It allowed users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae.The project was intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action.