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Leveling Up to Lehigh Life is a student-built online game that lets incoming Lehigh University students explore campus resources and rehearse everyday situations before arriving. Early feedback is encouraging, but the available results do not establish that the game reduces anxiety or improves student outcomes.
What is Leveling Up to Lehigh Life?
Leveling Up to Lehigh Life is a Lehigh-specific, casual 2-D online game created by students. It combines computer science, graphic design, music, storytelling, and marketing to introduce incoming students to campus life through exploration, conversations, and interactive quests. The project’s stated aim is to support preparedness, belonging, and well-being (Lehigh Creative Inquiry).
The game addresses a practical challenge: new students must learn unfamiliar campus vocabulary, social customs, and expectations for interacting with professors, while some useful guidance is usually passed informally from one student to another. Its scenarios cover topics such as dining, academic resources, community, and well-being. Reported examples include making a health-center appointment and taking the Goodman Connector bus to a football game (The Brown and White).
How did the 2026 game work?
The invite link was emailed to incoming first-years on August 1, 2026. The game was available for about two weeks and closed as students began arriving for preLUsion, according to The Brown and White. Participation was optional and limited to that pre-arrival window.
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The reported counts describe different stages of participation, not a single completion rate:
| Measure | What was reported |
|---|---|
| Logged in | Approximately one-eighth of incoming first-years logged in, according to The Brown and White’s 2026 report. |
| Created a character | 254 users created characters, according to The Brown and White’s 2026 report. |
| Had quest data collected | 161 users had quest data collected, according to The Brown and White’s 2026 report. |
| Quest engagement among those with data | About 63% completed only one quest, including the tutorial, according to The Brown and White’s 2026 report. |
Logging in, creating a character, and having quest data collected are separate measures; none should be read as proof that a student finished the game.
Rank #2
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Did it make students feel more prepared or improve well-being?
Sarah Ahamed, a project contributor, told The Brown and White that the team had seen a “significant increase in personal and emotional well-being” between pre-game and post-game survey responses. She also said the team expected students’ institutional attachment—their comfort and familiarity with campus—to take longer to develop (The Brown and White).
This is an early finding reported by a project member, not a demonstrated causal effect. The newspaper report does not give the survey sample size, questionnaire, comparison group, numerical change, statistical test, or full analysis. No quantified reduction in anxiety or established effect on student success can be inferred from the information reported.
Rank #3
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Lehigh’s project page describes experiment design, data collection, and analysis as part of the 2026 work to determine how the game may help students adjust. That makes evaluation an active project goal, rather than a completed, publicly reported efficacy study (Lehigh Creative Inquiry).
What problems did the team identify?
The project team reported engagement challenges. James Goodwin said the tutorial and low quest completion were key design concerns: “It could be that the tutorial is too slow and not engaging enough.” The Brown and White also reported that one student told Goodwin they quit because the game was glitchy. That is an individual account, not an estimate of how many players experienced technical problems or a verified diagnosis of the cause (The Brown and White).
Rank #4
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- Kids can pick their own path: buckle up and take a spin in this fun family board game, every crossroad brings exciting twists, turns, and adventures
Ahamed said the team wanted more students to complete the survey, while Goodwin said a future release would focus on more engaging quests. These priorities point to two distinct tasks: improving the experience so students continue playing, and collecting enough survey responses to assess outcomes.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How does it fit with Lehigh’s other first-year support?
The game is one possible pre-arrival orientation aid, not a replacement for Lehigh’s broader support network. The Office of First-Year Experience lists preLUsion, Orientation, NavigateLU, and Camp Hawk; a peer mentoring program also pairs first-years with experienced students (Lehigh Student Affairs; Lehigh Student Affairs; Lehigh Student Affairs; Lehigh Student Affairs; Office of Inclusive Excellence and Belonging).
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- The Winner Is The Player With The Most Teeth Remaining At The End Of The Game
- A Life Journey Game For 2-6 Fun-Loving Players, Age 13+
- Playing Time 1-2 Hours
- Easy To Start, Hilarious To Play, Hard To Forget
A self-paced digital scenario can let a student explore a situation before encountering it on campus. Orientation activities and peer mentoring offer other ways to get information and guidance. The official descriptions of those programs do not provide a controlled comparison with the game, so they do not show which approach is more effective.
Quick Recap
What students should take from the project
- The game gives incoming students a Lehigh-specific way to preview campus resources and routines before arrival.
- Its 2026 participation figures show some use, but the reported quest data also indicate that many users did not progress beyond the tutorial.
- A project contributor described a positive pre-game/post-game well-being signal, but public reporting does not include the methods or numerical results needed to judge its size or cause.
- The project team identified tutorial engagement, quest completion, and survey participation as areas to improve.
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