The Key
The Key is a mobile immersive simulation game in which key figures and partner organisations practise handling realistic support requests within a neighbourhood. Players gather around a shared dashboard, discuss their approach as the game unfolds, choose routes and see immediately how their choices affect trust, progress, workload and collaboration. In phase 1, Hub Creations is investigating the content-related, technical, usability and market feasibility. They are developing a proof of concept featuring a pilot storyline, a dashboard mock-up and a focus group test with key figures, the municipality and chain partners. Source: public phase 1 summaries, RVO
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EmpathieSim: wandel in de schoenen van kwetsbare burgers
EmpathieSim is an interactive experience that lets key figures feel first-hand what it's like to get stuck in red tape with the government. Participants step into the shoes of a resident who, for example, receives a complicated letter or has to use a website with DigiD. Their choices affect both the outcome and the character's emotions. The solution is aimed at key figures, civil servants and policymakers, and is being developed for municipalities and implementing bodies. Key figures spend a lot of time explaining to the government how complex residents' problems really are, and there's no standard way to train new helpers. By experiencing residents' situations first-hand, users gain a better understanding of where people get stuck. This helps key figures support residents more effectively and helps policymakers create clearer, more understandable rules. During phase 1, Game Tailors is investigating whether EmpathieSim is feasible: which stories work best, which format fits best (screen or VR), and whether the experience genuinely changes how people think. Source: public phase 1 summaries, RVO
Intergenerationeel en spelenderwijs naar een weerbare samenleving
HackShield is exploring an immersive game experience in which children practise crisis situations — such as cyber incidents, disinformation and power outages — together with parents and grandparents. Game-based learning, board game elements and escape-room mechanics are being explored as ways to encourage conversation, collaboration and mutual resilience across generations. The contribution to social cohesion starts small: with the cross-generational conversation that so often doesn't happen today. The experience can build on the existing HackShield programme, so these themes carry through at school and at home. Delivered through schools, municipalities and libraries, the approach has the potential to reach multiple generations. Practising together doesn't just build resilience — it also strengthens the bond between families, neighbours and communities. Source: public phase 1 summaries, RVO
WijkWijs
WijkWijs is a mobile app that helps residents prepare for a crisis at neighbourhood level. Under normal circumstances, users follow a playful AR trail past emergency facilities and key locations in their own neighbourhood, complete with immersive explanations and an AI assistant. When the internet goes down, the app switches to an offline crisis mode featuring a local map, and the on-device AI assistant remains available. The feasibility study is being carried out by Dutch Rose Media/4DR Studios in Eindhoven, with Magic Trailz and Mear Fryslân as operational partners and the municipality of Eindhoven serving as the test site. Source: public phase 1 summaries, RVO
De Drempel Over
De Drempel Over ('Crossing the Threshold') is a mobile escape experience housed in a converted caravan. In it, key professionals experience first-hand what it's like for vulnerable citizens to get stuck — for example due to low literacy, digital exclusion, or distrust of government. A debrief afterwards directly links this experience back to their own work. Key professionals often understand the problems facing their target group in theory, but don't really feel them. As a result, their approach doesn't always match what vulnerable citizens actually need. The experience is designed for neighbourhood teams, social workers and other professionals who bridge the gap between citizens and government. By making people experience these problems rather than just explaining them, De Drempel Over deepens understanding of vulnerable residents and encourages better-suited support and communication. Source: public summaries phase 1, RVO
Achter de voordeur
Behind the Front Door is a mixed reality experience that puts civil servants at the table with a resident who's stuck in their dealings with the government. Working with key stakeholders, directors and professional actors, recognisable situations are turned into true-to-life scenarios – for example, an incomprehensible letter or a service desk where someone hits a dead end. A reflection session follows afterwards. Dutch Rose Media/4DR Studios is carrying out the feasibility study in collaboration with BUas and the municipality of Eindhoven. Source: public phase 1 summaries, RVO
Black-out Event: immersive serious gaming voor samenredzame gemeenschappen
Black-Out Event is a mobile, interactive crisis simulation in which local communities experience how they can help one another when power, internet and other services go down. Over 72 minutes, participants live through the first 72 hours of a nationwide blackout, making decisions for their own neighbourhood based on limited information. Most crisis preparedness today relies on passive information: campaigns, websites, leaflets or public meetings. These are useful, but generic, and tend to reach mainly people who are already interested. Black-Out Event takes a different approach. The experience makes crisis preparedness collaborative, practical and tangible, while also addressing the social and emotional impact of a crisis. Participants discover who can help, which locations matter, and what arrangements need to be made. The outcomes are translated into a practical map or toolkit for their own neighbourhood. Source: public phase 1 summaries, RVO