serious gaming

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.

 

Event
Do you want to let your creativity run free and contribute to a better world at the same time? Come to the game night on December 5th.

 

Event
Do you want to let your creativity run free and contribute to a better world at the same time? Come to the game night on November 7th.

 

Article
How can citizens really use the city in imaginative ways? In the third Common play with us event, we aimed to discover the potential of urban games to explore and transform the city.

 

Event
Do you want to let your creativity run free and contribute to a better world at the same time? Come to the game night on September 5th.

 

Article
Can games help us achieve a more social and collaborative society? In our Common play with us series, we aim to learn all about games.

 

Event
Do you want to let your creativity run free and contribute to a better world at the same time? Come to the game night on May 2nd.

 

Event
Are you done with the dominant story about the market, profit maximization and economic growth? Come and play a different game.

 

Article
Waag together with the Drenthe Archive built the interactive installation Sigismund in 2006, now in use as an educational escape room.

 

Article
We played Mind the Gap - a role-play game, designed as a structure for dialogues which examine the gender gap.

 

Event
Why are there still less women working in technology and science? During this event we will examine the gender inequality in tech through the game: Mind the Gap.

 

Article
Every day we practically examine how technology can be used to solve current social issues and challenges.

 

Article
It was in 2005, that we could play a virtual game in the real world for the first time, by using a mobile phone.

 

Project

23-03-2016

7scenes

7scenes was a mobile storytelling platform that provided organisations with tools to develop location-based tours and games.

 

Article
PhD student Mike van Diest (SPRINT/UMCG research centre) has developed a game to help seniors improve their balance at home. Improved balance can prevent falls. On 15 February 2016, he graduated on his research called 'Developing an exergaming for unsupervised home-based balance training in older adults'. In his research, Mike used the 'Users as designers' method, developed by Waag.

 

Article
The game Operation Sigismund teaches children about archiving and sends them on a journey through the basements of the Archive of Drenthe, where they unravel a mystery. After eight years of loyal duty, servicing hundreds of school classes, it was time the update the game experience.

 

Event
On Wednesday 25 November 2015, Maurice de Hond will present a special meeting at the Drents Archief in Assen about education and heritage. Reason for this meeting is the renewed educational game Operation Sigismund.

 

Article
Within the CHASING project, our Creative Care Lab develops a 'serious game' with Radboud University of Nijmegen and the Sint Maartenskliniek. CHASING stands for: CHAllenging Speech training In Neurological patients by interactive Gaming. The game aims to provide fun and effective training support for patients who are facing speech problems due to chronic neurological illness.

 

Project

30-03-2015

Sigismund II

Sigismund has been around since 2006 in developing a successful educational project at the archive of the province of Drenthe.

 

Article
The latest research adventure of the Foundation Tijdgeest, DePoepfabriek.nl, has won the Water innovation prize 2014. The project has been developed for Hoogheemraadschap Hollands Noorderkwartier and Waag earlier built the web application for the project.

 

Project

8-10-2013

CHASING

The CHASING project investigated the potentials of web-based speech training for neurological patients.

 

Article
The Dutch professional magazine 'Computers at School' (COS) has placed an evaluation of the educational game Monstermedia 2. This game gives study insight in the history of media and teaches them about the everyday use of media. The game is used at school to teach media literacy at the higest classes of primary school.

 

Article
For her study at the University Utrecht (Social and Organisational Psychology), Laura Buijs researched the development of cognitive empathy at youngsters in a interactive visual installation for the COMMIT/Play programme. A research report of her internship is now available as pdf. This report is written in Dutch.

 

Article
The Radboud University will start with the CHASING project, that develops speech training for neurological patients by interactive gaming.

 

Event
Two days in a row, you can visit the IPON conference to get introduced in learning with ICT. All the new initiatieves will be presented here. Waag will host a stand as well. This is where we'll show all the new projects from our Creative Learning Lab.

 

Event
Paulien Melis (project manager at Waag) will speak on 13 March 2013 at the mini seminar of Nictiz during the Care & ICT fair at the Jaarbeurs in Utrecht. Theme of the seminar is 'Co-creation and human-centred innovation in health care'.

 

Event
To conclude the project Express to Connect, we will host an interactive afternoon on February 12th, 2013. At this event you will hear the latest about games for social connectedness and European collaboration in Healthcare.

 

Project

23-12-2012

MonsterMedia 2

The media game MonsterMedia 2 was a make-over of the first successful MonsterMedia online game.

 

Project
Super Hero Island was a concept educational game package. The island is an environment where the children have their own super hero, whom they develop by playing little games on the island.

 

Article
Waag's developer Lodewijk Loos made a fun drawing teacher for children. With this game kids can draw the things they love, just by following the happy bug.

 

Project

2-11-2012

Collage

Collage was a research project in which an application was developed that supports learning processes, acquiring new ideas and inspiration at work.

 

Article
Waag works with partners from Denmark, Finland and Sweden in the project Express2Connect at Photobluff!, a 'story telling game' that aims to increase the social connectedness of older adults and their environment. This game is expected to be launched in the Appstore Fall 2012 and can be played on the iPad. The app has been developed in close contact with the users. They were involved in several co-creation sessions, that took place in the four participating countries. A number of living labs have worked together at Photobluff!. The third Living Lab Summer School, that was held in Helsinki from 20-24 August 2012, was a good opportunity to bring the game to the attention of the Living Lab community.

 

Article
Trainee Jelmer der Maat developed a Kinect game for Waag that uses embodied learning. Kennisnet Innovation interviewed him and his supervisor Meia Wippoo about the project.

 

Project

15-06-2012

Exergaming

Creative Care Lab collaborated with the Universitair Medisch Centrum Groningen (UMCG) in the development of an exergame to train balance for elderly people to reduce the chances of falling.

 

Article
In the Express to Connect project, the concept design and the technical implementation of the game prototypes is run by Waag. Taco van Dijk works at Waag as a back-end developer on the technology behind the E2C game. His team consists of concept developers, graphical designers, software developers and a sound designer.

 

Article
In 2012 the project Game Research for Training and Education (GATE) was completed and the results were published. To inform and inspire policy makers and decision makers of various fields, we organized a GATE education meeting on Thursday, April 19 in cooperation with TNO and the HKU. As a representative from the Creative Learning Lab, I was responsible for hosting a master class. This meeting took place at the Faculty of Arts, Media and Technology at the HKU in Hilversum.

 

Project
With the aid of location software (GPS) this educational programme brings math closer to the everyday reality of pupils.

 

Project
Target of this project is to to make the history and surroundings of the fortifications of the the defense line accessible for new user groups in an attractive way.

 

Project

8-03-2012

Tijdgeest

In 2009, the project Tijdgeest started, an educational cultural heritage project by Waag, Foundation Tijdgeest and PWN Waterleidingbedrijf Noord-Holland.

 

Project
The Dabbawalla project researched whether a homecooked lunch could be an alternative to the traditional school lunches.

 

Project

8-03-2012

SplitsZ

SplitsZ was an educational game for pupils, teachers and parents about online citizenship. Aim was to learn all groups about media usage and thus create media literacy.

 

Project
At the 2009 Adelaide Fringe festival, the Urban Game The Mystery of the Colonel's Ghost transformed the Adelaide streets into a treasure hunt playground.

 

Project
Global Gincana explored the impact that multi-ethnic societies of Brazil and The Netherlands have on cultural themes such as music & dance, language, fashion, habits & rituals and design & art.

 

Project

8-03-2012

The Island

The Island was a game-based adventure in which pupils participated in a trading game, online and on the streets, simultaneously in New York and Amsterdam.

 

Project

8-03-2012

City Ragas

For the Amsterdam-India Festival: Blended Cultures, Waag and Sarai have developed a mobile game and visual exchange called City Ragas.

 

Project

8-03-2012

MobileMath

In early 2008, the schools Pieter Nieuwland (Amsterdam), Via Nova (Utrecht), Vathorst (Amersfoort) will be piloting MobileMath, a first step into using mobile gaming for maths education in secondary education, developed by the Freudenthal Institute, Utrecht, and the Waag, Amsterdam.

 

Project
The Archive of the province of Drenthe comes to life for children in primary schools.

 

Project
Teylers Adventure was an online educational environment in Teyler Museum Haarlem.

 

Project

8-03-2012

Breinbril

Breinbril was a game developed with and for the University Museum in Utrecht.

 

Project
Frequency 1550 was a mobile city game that used GPS and UMTS technology, to let pupils of the secondary schools actively learn about history instead of passively absorb knowledge.

 

Project

8-03-2012

Monstermedia

MonsterMedia was an online media education project developed in 2005, an online media education tool for the highest classes of primary education.

 

Project

8-03-2012

Games Atelier

Games Atelier was a joint project of four partners in Amsterdam to create a game environment for pupils and teachers.