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!
Newly registered serious games in SG-ICView all
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.
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.
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.
A way of democracy
Unique access to the life of Friedrich Ebert The serious game "Friedrich Ebert - The Road to Democracy" enables the players to slip into the role of Friedrich Ebert and to master all challenges in order to build and maintain a stable democracy in Germany. To do this, they deal with correspondence at his desk with concerns from various interest groups. They have to weigh up where there is an acute need for action, i.e. which problem is the most urgent at any given time. If one interest group is neglected too much, the game is lost. Initiate, develop, create and preserve democracy In terms of content, "Friedrich Ebert - The Road to Democracy" is divided into four chapters covering the years from 1900 to 1925. Chapter 1, "Democracy in the Making - The Empire 1900 to 1913" , focuses on the social and political problems of the time and the SPD's efforts to reform the party. It introduces the beginning of Ebert's party political career and accompanies him until his election as chairman in 1913. The second chapter, "Working for Democracy - The First World War 1914 to 1918" , covers the years of the First World War as a profound turning point and focuses on how the SPD dealt with challenges. Ebert is accompanied here up to his short chancellorship, which lasted only one day. The third chapter , entitled "Creating Democracy", dexamines the revolution from 1918 to 1919, focusing on the course of the November Revolution and the establishment of a basic democratic order. In contrast to the previous chapters, Ebert now had greater room for maneuver. Toward the end of the chapter, he is elected president of the Reich and signs the constitution. This is where the concluding chapter 4 comes in. It is entitled "Preserving Democracy - The Early Weimar Republic 1920 to 1925".
Send us a message
Dr.-Ing. Stefan Göbel
Serious Games Research Group
- Rundeturmstr. 10
- Phone number
- +49 6151 16-20390