Games created by Students

Title: Circular clothes store game
Creators: BA Students  (UGent)
Description: The aim of this game is to develop a concept about a circular clothes store for children, where they can learn in a playful way about the importance of recycling and reusing, while the parents can buy the circular clothes in the store. The concept has been divided into three parts: an introduction to the store, the game the children will play and a reflection part to make them change the future! The player has to decide which aspect they  will adapt in their store. This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: The impact of transport
Creators: BA Students  (UGent)
Description: The aim of this game is to understand the needs for transportation in Gent city. The player has to get to as many places as possible in a timespan of 2 hours. This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: SBS App Features
Creators: BA Student
Description: In this game, the players select the features they would want for their step-by-step (SBS) plan app. They should be careful that both teachers and students should receive points since this app is for the both of them. This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: Make a water fountain concept 
Creators: BA Students (UGent)
Description: In this game, the players have to develop a concept for water fountains by selecting possible places to place them around the city. They have to make sure they satisfy various age groups while still keeping the production and maintaining cost of the fountain low. This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: Discover water needs 
Creators: BA Students (UGent)
Description: In this game, the players have to discover the citizen needs for water consumption in relation to environmental impact, money, Covid safety and comfort. . This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: House sensoring 
Creators: BA Students (UGent)
Description: In this game the player aims to create a safe environment for childre by selecting places to put sensors in their house, considering also their budget. The bigger the surface where you want to place the sensor, the more it will cost. It is not a given that the safty will go up in the same linear way. This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: Different impacts 
Creators: BA Students (UGent)
Description: The aim of this game is to discover the differences in impact when a project team is able to go on the project location, i.e. South Africa, compared to when the team has to stay in the design country (Belgium) and work remotely on the project. Depending on the initial case (go on location or stay in your country), the player has a different set of availiable choices to chose from. The choices affect game fields relevant to the project’s impact (impact on the locals, fullfilment, future value, personal growth, copleting intial goal). This game was developed during the co-creation process of the BA course “Co-creation – UGent”

Title: Healthy work environment (available in Greek language) 
Creators: BA Students (UNIWA)
Description: The aim of this game is to help the player understand the parameters of achieving a healthy work environment. The players make choices regarding their work life which affect mental and physical health fields (Rest, Motivation, Pressure). This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Finding ViPo
Creators: BA Students (UNIWA)
Description:This is an interactive story game in which the player explores different planets in the universe trying to save ViPo. Through the game the player learns about the solar system and the planets. This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Health Game
Creators: BA Students (UNIWA)
Description:In this game the players have to balance their health, calories and energy by making choices between different meals and different ways of working out. The best player is the one who remains the longest, i.e. make as many choices as possible. This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Unimap
Creators: BA Students (UNIWA)
Description: In this game the player is a university student who has to find the best and shortest route for reaching certain locations in their campus. The winner is the one who will make the smaller number of steps (i.e. choices) for raching each location. The game also includes an exploration mode for freely exploring the University Campus map. This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Smart Mobile Hub 
Creators: BA Students (UNIWA)
Description: This is a game about immersion and empathy regarding the life of introvert and extrovert persons. The players first select wether they will play the game as an introvert or an extrovert person and then they make daily choices in the city of Athens that affect the game fields (Mood, Infulence, Health, Time, Energy). Depending on the player’s role (introvert or extrovert) the consequences of the choices will vary. The aim is to remain in the game by making as many choices as possible without any of the game fields cross specific red lines. This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Accommodation for students
Creators: BA Students (UNIWA)
Description: In this game the player is a university student and has to make balanced everyday choices in the city. The aim is to make as many choices as possible by balancing Fun, Money, Learning, Energy and Social Fileds with their choices. This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Build a helmet
Creators: BA Students (UNIWA)
Description: In this game the players have to design a motorcycle helmet prototype by making choices that affect the specifications of their product and their budget. This game was the final product of a co-creation case

Title: Build an electric scooter 
Creators: BA Students (UNIWA)
Description: In this game the players have to design an electic scooter prototype by making choices that affect the specifications of their product (e.g. weight, durability, eco friendliness) and their budget. This game was the final product of a co-creation case in the BA course “Design of products and services – UNIWA”

Title: Smart Energy Management
Creators: MSc Students (NKUA)
Description: In this game the players are challenged to reinovate their house by making affordable but also environmental friendly choices of material and devices. Each choice affects the game fileds: Energy Saving, Comfort, Money, Pollution and Energy Upgrade. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”

Title: Educational game for 21st century skills
Creators: MSc Students (NKUA)
Description: In this game the player takes the role of a school teacher who designs a course for their student. The choices are different learning activities in the classroom that affect the development of students’ skills i.e. Computational Thinking, Collaboration and Creativity, but they also affect the engagement time. The aim is to make as many choices as possible to achieve a balanced learning activity. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”

Title: The College Game
Creators: MSc Students (NKUA)
Description: In this game for high-school students who are struggling with making decisions on their next steps. This game aims to give them an overall picture of the available universities and colleges in the country through different choices and consequences. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”

Title: Visiting Athens
Creators: MSc Students (NKUA)
Description: In this game the players are tourists in Athens who have to plan their trip in the city by making choices of places to visit. Each place affects their Money, Tiredness, Time, Mood, Hunger, Covid_19 Danger and Knowledge. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”

Title: Ecological Footprint
Creators: MSc Students (NKUA)
Description: Ιn this game the player is a consumer who buys products from different local stores. The player has to pay attention to the ecological footprint of the packaging and the production of the products and keep them in low levels. The aim is to remain in the game for as long as possible, i.e. make the most choices without losing. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”

Title: Womanity Game
Creators: MSc Students (NKUA)
Description: A game to empathize with modern women in western societies and to understand their needs. The payers take the role of a woman in her 40s who tries to balance Wellness, Family, Career and Social life. The aim is to remain in the game for as long as possible. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”.

Title: The challenges of a refugee student
Creators: MSc Students (NKUA)
Description: This is a simulation game that depicts the life of refugees students in Greece and the challenges and dangers they face daily. The player takes the role of a refugee student and makes choices to survive for as long as possible. Each choice affects the game Fields: Money, Stress, Education, Social life and Time. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”.

Title: Cyber Security Game
Creators: MSc Students (NKUA)
Description: This game engages the player with the concept of cyber security. The player takes the role of a child who selects from different online apps and websites to use, each affecting the game fileds “Fraud, Personal Data, Cyber Bulling, Fun, Addiction, Money and Social Interaction”. The aim is to make as many choices as possible without the game field values cross certain limits. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”.

Title: The Green Consumer
Creators: MSc Students (NKUA)
Description: This is a game about our choices as consumers and their environmental impact. The player takes the role of the consumer who buys different types of products. Each product affect 3 game fields “Reusability, Accessibility and Availiable Money”. The aim is to make “Reusability” value or “Accessibility” value greater than 30 without losing all your money. This game was the final product of a co-creation case in the MSc course “Educational Design of Digital Material and Scenarios – NKUA”.

Games created by Experts

Title: Equipment Store
Creators: UNIWA & NKUA
Description: The player in this game owns a camping equipment store. In order for his business to be sustainable, products that fill the needs of many and different with each other target groups have to be provided in a balanced way. Those who camp occasionally need simple and affordable equipment while those who camp regularly but only during summer and need durable products but not necessarily products with advanced features. Extreme campers, on the other hand need equipment of high quality and they usually prefer more specialized equipment for mountain camping. The owner selects among products of different quality in order to attract all target groups so that his business remains sustainable.

Title: Cloth store
Creators: LUT
Description: This game introduces the Triple Bottom Line theory on economics according to which companies should not only focus on profits but also on social and environmental concerns. Although traditional financial models use the term “bottom line” to refer to profit or loss, in this case the bottom line is triple and refers to environmental and social aspects of the business activities as well. It is inspired by a true initiative of students who founded the Cloth Shop cooperative. Their idea is to provide an opportunity for other students to buy different kinds of clothing. The university administration decided to offer the cooperative affordable premises. Students were offered a space for the cooperative’s store, the ClothShop in which second hand clothing, imported low price clothing, locally made new clothing and the cooperative’s brand clothing are sold. The space is a bit small for a clothing store, meaning that only a relatively small number of products can be available in the shop at the same time. So the management team has to choose what kind of clothing will put in the store every time there is space to be filled in the shelves, selecting again among the above kinds of clothing. It is important that the wishes of shareholders and customers are listened to and ClothShop does not run out of money.

Title: Marketing actions
Creators: LUT
Description: When sales have not developed sufficiently, the company’s marketing activities need to be intensified. Promoting your product, hiring new people or even upgrading a product can draw attention and may eventually increase sales. In this game the player is the owner of a business called SmartJacket started officially a week ago. The aim of the player is to increase Smart Jacket sales. His/her available choices include different marketing activities which aim to attract customers. To remain in the game the player should keep making choices that balance the impact to the game fields which are based on the AIDA (Attention-Interest-Desire-Action) model. AIDA model is a marketing model that traces the cognitive stages through which a customer moves while she/he makes a purchase. These are Attention, referring to the customer becoming aware of the product, Interest where the customer becomes interested in the product, Desire referring to the customer wanting to buy the product and Action, where the customer interacts with the product and proceeds to actions intending to buy it.

Title: Standards ChoiCo (template game)
Creators: AEGEAN
Description: During the product design development companies set specifications and procedures aiming to ensure the reliability and quality of their products. These specifications so called standards are design principles which provide guidance to the designer through a set of rules referring to design constraints and design and testing criteria specifications.
This ChoiCo game is a game template (incomplete game) which students will use in order to set the standards of the product they will design in their project during the course. For each standard different solutions will be provided that will affect different characteristics of the final product. Students will be based on this game template in order to create their own games which will represent their decision making process while they design their product.

Title: Innovation Game
Creators: UNIWA
Description: Nowadays the creation of a new business is much more complicated than before. People who try to establish a new company face different choices and decisions, which affect different parameters and variables and the future of the company. The policy of a new business should be decided through different choices. For example, if a new business would be eco-friendly or not is something that affects the public view of the company and its financial results. In this game, the player is the owner and manager of a new company and her/his aim is to make that combination of choices that would lead her/his company to the best overall results. To remain in the game the player should keep her/his company results above some limits while choosing among different strategies. However some of the game choices have consequences values that are irrational to the common sense, challenging students to discuss about them and fix them.

Title: Material Selection
Creators: IUE
Description: This game aims to evaluate the suitability of a certain material for the production of a conventional product. What are the pros and cons of materials used for different applications? While a certain material may be suitable for a certain product, it may not be so for a another.
In this game, the player is the owner of a factory unit which produces products of different companies. Her/his aim is to select among different kinds of raw materials in order to produce as many as possible kinds of products. Some of these materials are suitable for more products that others but some others that may be suitable for less products have advantages concerning the quality of the final product. To remain in the game the player should keep making choices that balance the amount of production of as many products as possible without running out of money. A selection of a choice means that the player selects to supply the factory with this raw material.