SHIFT
SHIFT is an interactive conversation experience for key workers and people seeking support. During the conversation, they work together to build a visual picture of the future around themes such as housing, work, relationships and leisure time. Physical objects, cards and short interactive mini-games make the conversation more tangible and less dependent on words. SHIFT supports key workers without replacing human contact. The method offers an alternative to the classic intake interview and can help build trust more quickly and tailor support more effectively. Potential users include municipalities, welfare, youth and participation organisations, and educational institutions. Source: public phase 1 summaries, RVO
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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
BrightAR: samen zien wat je alleen niet ziet
Young people take risks: around alcohol, peer pressure and testing boundaries. Key figures are closely connected to their community and want to make a difference there. But they often lack the means to truly get a group moving. BrightAR gives them those means. BrightAR is a group-based, immersive methodology in the form of a physical toolkit. Key figures use the toolkit to run workshops with young people. Through mixed reality, participants experience the consequences of choices around alcohol and risk-taking behaviour, for example, and translate this experience together into concrete agreements and skills. BrightAR strengthens the role of key figures as drivers of awareness and behavioural change. The approach opens up conversations about social issues and helps young people make agreements together and hold each other accountable. In doing so, BrightAR aims to strengthen not only individual awareness, but also cohesion within groups and communities. Source: public summaries phase 1, 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
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
WijZijnWaterproof
WijZijnWaterproof helps residents prepare for large-scale flooding. Climate and water data are translated into realistic VR/3D scenarios, allowing residents to see what flooding could mean for their own street and home. They are then supported in working together to make concrete preparations and agreements with one another. The approach pays particular attention to vulnerable residents, aiming to strengthen the resilience and mutual self-reliance of neighbourhoods. In phase 1, Witteveen+Bos and C4Real are investigating technical and social feasibility, data linkages, privacy, and opportunities for scaling up through municipalities, among other things. Source: public phase 1 summaries, RVO
SamenSterk
SamenSterk is a collective crisis role-play in Mixed Reality. Teams of 4 participants experience a crisis situation together, such as 72 hours without tap water. During the game, they need to come up with solutions and weigh different interests against each other, such as health, social wellbeing and safety. The experience makes crisis preparedness active and collaborative. By making decisions together and experiencing their consequences, participants discover what a crisis demands of themselves and those around them. Source: public summaries phase 1, RVO