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about

ENTERTAINMENT MEETS SOCIAL IMPACT

Receptor is a Social Impact company that creates entertaining experiences that help start important conversations. Platforms include games, immersive experiences, EdTech, interactive, content, location based entertainment, museum experiences, and consumer products.

 

projects

#sunrisephotochallenge

#sunrisephotochallenge was created to help bring awareness to Mental Health, and as a reminder that every day is a new day and that if you don't give up, beautiful things can happen. It is a fun and inspiring way to start the conversation with friends, family, and beyond without stigma.

How it Works

1. Do your best to go to bed early and have a restful night’s sleep so you are ready to tackle the day. (It helps not to stay up late binging on television.)

2. Wake up before the sun.

3. Go for a walk and find the perfect spot to snap a photo of the sunrise.

4. Post the photo with the hashtag #sunrisephotochallenge on social media and tag one or more friends to do the same

5. Donate to Crisis Text Line to help make a difference


 
 

neurocomic

Neurocomic, written by neuroscientists, Dr. Matteo Farinella and Dr. Hana Ros, is an “Alice In Wonderland” style adventure through the human brain. We begin in a neuron forest and journey across five aspects of brain study, morphology, pharmacology, electrophysiology, plasticity, and synchronicity. Along the way we meet an inspiring cast of scientists, warriors, creatures, and self.

Originally published in 2014 by Nobrow Press, to date Neurocomic has been printed in 12 languages and distributed in 17 territories worldwide.



 

COMING SOON

Game Design Project for Mental Health

Suicide rates have increased 56% from 2007-2017 among people aged 10-34. Suicide is the leading cause of death behind accidents for this age group, and costs society $70 billion per year in medical and lifetime productivity. Any time is the best time to address preventable deaths; however, society is starting to crack the stigma around mental health and call for solutions. Research is currently being conducted that examines the effectiveness of serious video games to change attitudes and behaviors of teens around risky behaviors. To date, studies have been completed to measure this effectiveness and although limited, the results are promising. This project would build on those learnings.

This special project is an interactive video game inspired by the graphic novel, Neurocomic, an Alice in Wonderland style journey through the human brain. The goal of the game is to be played for FUN and entertainment while building skills to overcome stress. The game is meant to be a tool to help reduce the number of suicides and preventable deaths. The desired outcome of the game is to access and play the game, generalize skills, engage in open conversation about mental health, and to recognize the need for help and seek it.

The core customer is teens aged 13-19, educators, parents, and youth leaders; however, anyone will be able to play and benefit from the game. The game will be launched across major mobile platforms (iOS, Android, and later browser-based). Later, training/certifications, as well as downloadable materials for education (in-school) and youth programs will be made available

An incredibly talented and diverse team has been assembled to help make it happen. Members of the design team include experts in social enterprise, game design, digital, a middle school crisis counselor, and teenage representatives.

Please complete the form below if you are interested in staying up to date on the project.


neuroland: playground of the mind

NEUROLAND: PLAYGROUND OF THE MIND is an immersive museum experience inspired by the story and characters of NEUROCOMIC, an Alice in Wonderland style journey through the human brain. Designed for middle to high-school students, educators, and parents, NEUROLAND: PLAYGROUND OF THE MIND, will go beyond general biology by incorporating hands-on interactives that demonstrate how addiction and mental health disorders manifest in the brain. The impact goal is to create open, meaningful conversation about addiction and mental health.


Stay tuned for updates on Neuroland and other projects!

 

CONTACT

Say hello! Please complete the form below or email info@activatereceptor.com to inquire about licensing or partnerships.