Serious Games Information Center

Discover the Serious Games Portal of TU Darmstadt - the central platform for a wide range of serious games.

It's that easy: game developers log in, use the game description form and users such as therapists or educators can easily find suitable games. Games of first-class quality, awarded the RAL Quality Label, are highlighted. This is the Serious Games Portal - discover, find, experience!

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Newly registered serious games in SG-IC

VitaQuiz

Learning health literacy in a playful way

Take a health quiz and measure your knowledge! VitaQuiz currently offers you more than 1,500 health-related questions (health, nutrition, patient rights, medication, emergencies, prevention, basic knowledge) and is updated daily. You can measure your knowledge against others in matches, use the radar to visit health-related facilities (doctors, pharmacies, clinics) in the real world and play extra questions and use the scanner to obtain additional knowledge about each medication or scan new knowledge modules. And with the VitaQuiz currency Quizzel, which you earn, you can upgrade your 3D avatar in the shop or get jokers and new quiz packs (including non-medical ones!). VitaQuiz can be played in between (e.g. during waiting times) and noticeably and measurably improves your health knowledge. And the longer you use it, the more competent you become.

Silver Lifetime

The game that inspires you with cheeky questions to make your retirement fulfilling.

Who among us can will start his/her own company after retirement, help children with their homework or fall off a camel in the Sahara desert? Whether at the family table, in a sports club or at a neighbourhood festival: Silver Lifetime is an inspiring and entertaining game with 175 funny and surprising questions about ideas and opportunities after retirement. In a game round of 2-8 players, the questions are read aloud, categorized into adventurous, entrepreneurial, committed, relaxing and active inspiration. Then all players carry out a self-assessment with a YES/NO-platelet and point with their arrow-platelet to the person to whom they think the question applies best (third-party assessment). With a correct assessment (arrow points to YES), an empathy point is collected for the group. After the empathy points have been awarded, the group discusses how the players have come to their respective assessments, and arrows may also be redirected to the input of the players. If everyone is satisfied with their ranking, each player notes as many strokes in the activity profile of the active question as arrows pointed at him/her. At the end of the game, each player is evaluated for their individual activity profile with tips and recommendations for further inspiration. In addition to the 125 inspirational questions, there are also 50 reflection-cards. Reflection questions only involve a self-assessment. They contain reflective questions about health, sleep, nutrition, fitness, friends, attitude to life and mindfulness (characteristics from the Blue Zones, i.e. regions of the world where people age healthily and have a high life expectancy). Goal of the reflexion-cards is to encourage self-reflection and invite people to exchange thoughts, fears and views.

Jeannes Reise

A serious game about Haiti

Accompany Jeanne on her journey to Haiti! Thematically, the video game deals with (post-)colonial structures and the associated emergence of the Restavèk system in Haiti. The free-to-play graphic novel game aims to promote non-European perspectives, critically scrutinise the European perspective and highlight the connections between global power structures and persistent grievances. The accompanying skills pack for teachers is also available free of charge and includes classification in the framework curriculum, ideas for integration into lessons, introduction and debriefing.

emergenCITY - eHUBgaming

eHUBgaming is associated to the field of Disaster Risk Management (DRM). As a means of knowledge transfer, it intends to prepare the population for a blackout. Designed as a point&click adventure, the player steps into the role of a resident who is confronted with the occurrence of a three-day power failure. Now the player must get by with limited energy without neglecting his or her basic needs. In parallel, events take place that call for the players attention. The learning goals refer to what the consequences of a blackout are and how to prepare and cope with a blackout. eHUBgaming is intended to be distributed by civil protection stakeholders to any citizen who takes concern in preparedness and coping, thus leveraging community resilience. It is developed in the LOEWE center emergenCITY as part of the cross-sectional mission eHUB, a demonstrator building which is also the setting of the game.

Eiszeitwelten

Together with the Neanderthal Museum, the Prehistoric Museum Blaubeuren and the Vogelherd site, we developed a comprehensive prototype about life in the Ice Age. The aim was to sharpen the basic picture of the Ice Age, especially in the immediate vicinity of the sites of the participating museums. What did Europe look like 40,000 years ago? What did flora and fauna look like then compared to today? What kind of people were there, and how did they interact? The idea was not to copy an existing analog experience, as is the case in a virtual exhibition, for example. The idea was to create something completely new. The mobile game Eiszeitwelten (Ice Age Worlds) extends the physical museum space and offers a first, simple access to the topic "Life in the Ice Age". The digital journey of discovery is aimed at a young audience and can be played independently of the museum visit. In three exciting, independent stories, players* can explore the world, collect materials to make tools, hunt or complete tasks for their group. Each world is assigned to one of the three museums involved in the project, and each story focuses on a topic appropriate to the museum. For example, in "The Monster" the players explore the dangers of the Ice Age as Neanderthals and prove themselves in hunting. In "Save the Feast" and "The Test," the players take on the role of an anatomically modern human being and learn what role art and music played more than 40,000 years ago. They are supported by a loyal, animal ice age companion: the snow grouse.

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Dr.-Ing. Stefan Göbel

Serious Games Research Group
Address
Rundeturmstr. 10
D-64283 Darmstadt
Phone number
+49 6151 16-20390
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