According to UNICEF, cyberbullying is bullying with the use of digital technologies. It can take place on social media, messaging platforms, gaming platforms and mobile phones. It is repeated behaviour, aimed at scaring, angering or shaming those who are targeted.
The Hong Kong Polytechnic University Secondary School Cyberbullying Survey (N=2120) stated that over 30% of students experienced different levels of cyberbullying including publishing unauthorized photo (31.4%), doxxing or publicly reviewing personal information (12.1%) and etc.
Students suffered from cyberbullying results in emotional disturbance, low self-esteem, anxiety, depression, social avoidance, social avoidance, adverse effects on academic performance and even suicidal thought.
This project studies on cyberbullying matters and use artistic approach and gamification with popular card game, "Werewolves", to empower youth and children in advocating for anti-cyberbullying. The project received the Hong Kong Baptist University CampUs Connect project subsidy award.
Players: 30
Objective: Find out cyberbullyers to save peers
2030 The Global Goals
The United Nations Sustainable Development Goals (SDGs) are a universal call to action to end poverty, protect the planet, and ensure prosperity for all by 2030. The 17 interconnected goals address critical challenges such as:
Climate change (SDG 13)
Inequality (SDG 10)
Clean water and sanitation (SDG 6)
Sustainable cities (SDG 11)
Responsible consumption (SDG 12)
Despite global efforts, progress has been uneven. Many people remain unaware of how their actions contribute to—or hinder—sustainable development. Education and engagement are key to accelerating change.
Games are powerful tools for learning and behavioral change because they:
Simplify Complex Systems – The SDGs are interconnected, but their relationships can be hard to grasp. A card game visually demonstrates how resource allocation in one area (e.g., water) affects others (e.g., food security, health).
Encourage Active Participation – Unlike passive learning (e.g., lectures), games require decision-making, negotiation, and strategic thinking, mirroring real-world sustainability challenges.
Foster Collaboration – Many sustainability problems require multi-stakeholder cooperation(governments, businesses, NGOs, communities). A game where players must share resources and align strategies reinforces the idea of a "Community of Common Destiny."
Emotional Engagement – Games create stories and dilemmas (e.g., "Do we invest in education or healthcare first?"), making abstract SDG concepts personally meaningful.
Scalable & Adaptable – Card games can be played in schools, businesses, and community workshops, reaching diverse audiences.
3. The "SDG Synergy" Game as a Learning Tool
This game is designed to:
Show trade-offs (e.g., using land for agriculture vs. renewable energy).
Highlight synergies (e.g., how gender equality improves economic growth).
Teach systems thinking—players see how their choices ripple across sectors.
Inspire real-world action by making sustainability tangible, interactive, and fun.
The SDGs demand global cooperation, innovation, and urgency. A well-designed card game can bridge the gap between awareness and action, empowering players to think critically about sustainability—and apply those lessons beyond the game.
Players: 4 (each representing a stakeholder: Government, Business, Civil Society, Academia)/deck
Objective: Fulfill UN Sustainable Development Goals (SDGs) by efficiently managing resources and collaborating on projects.
To meet the growing mental health needs of adolescents, the Youth Wellness Ambassador Scheme (YWAS) is recruiting volunteer trainers to participate in this service-learning program. The program aims to train secondary school students to become peer health ambassadors and promote a healthy culture in schools through art, mindfulness, positive psychology, and behavioral health concepts. During the course, volunteers will be assigned to different groups.
Envision Hong Kong organizes YES mentorship program based on the "3C" service leadership theory - competence (ability), character (character) and care (care) for students from universities and high schools who want to change their lives.
Students will be mentored by two young professionals to organize a public event at the end to showcase their leadership.
Outstanding mentees will receive scholarships and be nominated for different youth exchange opportunities after completing the program.
GEILI Fellowship recognizes global young leaders with initiatives to empower the community and promote international volunteerism, global citizenship, and social entrepreneurship. Selected fellows are invited to Hong Kong for a development program.
Through workshop of expressive arts therapy, positive psychology, and behavioural health, we train diverse participants about body-mind-spirit wellness.