About the Game
A educational narrative adventure where young people learn about misinformation on social media and a healthy lifestyle.
Young people today often do not exercise enough and lack a healthy diet, which negatively affects their long-term well-being. To address this, The Hague University of Applied Sciences surveyed over 1,000 high school students during the Food Boost Challenge to discover what would motivate them to eat more nutritious foods. The results clearly showed that adolescents are eager to engage with this topic interactively and through game-based formats.
In response, the university's knowledge center is collaborating with students to develop a "serious game" an experience designed not just for entertainment, but to actively teach essential skills and positively influence dietary behavior. The game covers vital themes such as healthy eating, physical activity, and sustainability, including the reduction of food waste. By seamlessly fitting into the educational system and the daily lives of adolescents, this gamified approach makes learning about a healthy lifestyle accessible, fun, and engaging.
While the initial focus is on the lower years of pre-vocational secondary education (VMBO), the game is designed to be easily tailored for any high school in the Netherlands or other youth-centric spaces. The project will roll out in phases, starting with the development of the game, followed by pilot programs at various schools, and concluding with a thorough evaluation of its impact. Ultimately, this initiative aims to cultivate a healthier generation and support a broader social transition toward a lasting culture of wellness and sustainable living.
Young people today often do not exercise enough and lack a healthy diet, which negatively affects their long-term well-being. To address this, The Hague University of Applied Sciences surveyed over 1,000 high school students during the Food Boost Challenge to discover what would motivate them to eat more nutritious foods. The results clearly showed that adolescents are eager to engage with this topic interactively and through game-based formats.
In response, the university's knowledge center is collaborating with students to develop a "serious game" an experience designed not just for entertainment, but to actively teach essential skills and positively influence dietary behavior. The game covers vital themes such as healthy eating, physical activity, and sustainability, including the reduction of food waste. By seamlessly fitting into the educational system and the daily lives of adolescents, this gamified approach makes learning about a healthy lifestyle accessible, fun, and engaging.
While the initial focus is on the lower years of pre-vocational secondary education (VMBO), the game is designed to be easily tailored for any high school in the Netherlands or other youth-centric spaces. The project will roll out in phases, starting with the development of the game, followed by pilot programs at various schools, and concluding with a thorough evaluation of its impact. Ultimately, this initiative aims to cultivate a healthier generation and support a broader social transition toward a lasting culture of wellness and sustainable living.
Contributors (1)
H
Haagse Hogeschool
Contributor
Dutch Games Industry