The World of Lexica
Project Type
Client ProjectClient/Partner
AmplifyGenre
Educational, Virtual World, AdventureGame Engine
UnityPlatform
MobileTarget Audience
Middle SchoolOverview
The World of Lexica is a massive, narrative-driven educational RPG developed by Schell Games in collaboration with Amplify. Built on the Unity engine for Mobile tablets, the game was designed specifically for Middle School students to encourage reading and literary analysis. Set in a mystical library world where characters from classic literature have come to life, players create their own avatars and embark on quests that require them to interact with icons like Robin Hood, Alice in Wonderland, and Dr. Frankenstein. The game integrates an e-reader directly into the gameplay, rewarding students for reading the actual books associated with the characters they meet. It has received multiple accolades, including a Serious Play Gold Award and an Editor's Choice distinction.
- Schell Games
- Amplify
- Quest-based RPG
- character customization
- integrated e-reader
- literary exploration.
- Literacy
- reading comprehension
- literary history
- "Classic" book exposure
- What is the "Core Loop" of the game?
- The game creates a bridge between playing and reading. A player might meet a character in the game world who needs help. To help them, the player might need to "unlock" knowledge by reading portions of that character's book in the integrated e-reader. Progress in the book translates into progress, items, and power-ups in the game world.
- Which literary characters appear in the game?
- Lexica features a diverse cast from the public domain and classic literature, including Robin Hood, Alice (from Alice in Wonderland), Dr. Frankenstein, and characters from The Odyssey. Each character's district in the game world is visually themed after the art style or setting of their respective book.
- How does it help teachers and schools?
- As part of the Amplify curriculum, the game provides data on student engagement. It encourages "low-stakes" reading exploration—where students discover new genres and authors in a fun environment—which research suggests leads to higher literacy rates and better reading comprehension over time.
- Is it an "Open World"?
- Yes, to a degree. It is a Virtual World where players can explore different "literary realms," interact with NPCs (Non-Player Characters), and see other students' avatars. This social element makes the act of reading feel like a shared community experience rather than a solitary task.
- Why was it designed specifically for Tablets?
- Since the game involves a significant amount of reading, a tablet provides the best balance between a high-quality game screen and a comfortable e-reading experience. It was widely used in schools that adopted the Amplify tablet-based curriculum.
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