Lifestyle
Instagram Star Simonetta Lein Uses Her Influence to Inspire
The Simonetta Lein Literacy Award For Children in Nigeria
There is a growing trend: social media influencers and public figure who use their platform to empower and better society backing important causes. Simonetta Lein, considered as one of the top social media Influencers in the world, often is a true leader for this trend. Founder of The Wishwall Foundation, Lein aims to make meaningful wishes come true . When “I read To Live Initiative” wrote her about supporting education in Nigeria, Simonetta knew she needed to step up to improve the level of literacy in Nigeria; ensuring the achievement of the United Nations sustainable development targets of Quality Education.
There is an increase in the level of illiteracy in Nigeria; this has also contributed to the numbers of children out of school in Nigeria. Over the years, these challenges continue to linger considering the societal challenge of insecurity and increased rate of unemployment in Nigeria, the responsibility to protect lives and property of theNigerian people are the responsibility of government, notwithstanding, efforts of private persons, civil societies and international interventions are also critical in addressing these societal challenge.
Simonetta Lein, through The WishWall Foundation, is creating a new hope for children in Nigeria by supporting schools in rural communities, encouraging literacy and numeracy. Being a world- renowned activist, Lein is concretely using her social media network to inspire and change the world by granting meaningful wishes that will have direct and positive impacts on the lives of people globally.
In March 2019, having being contacted by Sule Jacob- Executive Director of iRead To Live Initiative in Nigeria, a non-profit organization made up of young people passionate about education Nigeria, Lein and The Wishwall Foundation supported 100 girls in a rural community with schools bags, sandals, sanitary pads and exercise books. This kind support of Lein served as a morale booster for the girls and has thus kept them in school.

On Thursday, 6th of June 2019, Simonetta Lein in her continuous passion for inspiring and creating a new world full of hope for people, received an Honorary Literacy Award in her name ( The Simonetta Lein Literacy Awards 2019- For Children in Nigeria) in recognition of her support towards Quality and Equitable education. The award created an opportunity for students to receive prizes such as ipads, textbooks, school bags and exercise books to students with outstanding performances during the competition. During the course of the event, contestants were drawn from 45 schools which included private and public schools in Osun State, South West, Nigeria. Over 200 children participated with their teachers.
Simonetta’s efforts are quite laudable and commendable, what she is doing is appreciated and instrumental to the future of these young children in Nigeria. Moreover, she is sending a precise message to the world showing that the efforts of one’s platform can impact an entire community.
Lifestyle
The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes
Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.
Maturing Past Jump Scares
Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.
The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.
Corrupted Childhood as New Territory
Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.
This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.
Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.
Smaller Teams, Bigger Risks
Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.
Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.
The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.
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