Tussen straat en systeem
Robin de Lange is developing immersive training for key professionals who deal with homeless people in their daily work. Participants experience just how complex everyday life on the streets can be, and practise handling situations where people react with distrust, confusion, anger or withdrawal. Language and cultural differences add a further layer of challenge. The training is aimed at neighbourhood police officers, library staff, youth workers and community coaches, among others. For this group, dealing effectively with homeless people is part of everyday practice. Source: public summaries phase 1, RVO
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De Blikopener
A crisis reveals just how important a neighbourhood's social infrastructure really is. De Blikopener is a hybrid method that helps municipalities, safety regions and civil society organisations work with residents to strengthen local community resilience. The method uses digital tools, physical interventions and community activation to make residents, key figures, resources, safe spaces and informal networks visible. This helps residents and professionals find each other more quickly before, during and after an emergency, even when formal aid is limited. De Blikopener helps build stronger neighbourhoods, because a neighbourhood is stronger when you already know your neighbours before a crisis hits. Source: public phase 1 summaries, RVO
BoX-R
BoX-R is an interactive XR learning experience that lets residents find out what a prolonged power outage really means for daily life. In a guided simulation for multiple users, they practise dealing with situations such as lifts breaking down, phones running out of battery, being unable to pay by card, limited access to information, and helping vulnerable neighbours. BoX-R addresses the problem that traditional communication about emergencies is often too text-heavy, abstract or complicated. The experience is designed for residents, with particular attention to people with low literacy, non-native speakers, older people and those in vulnerable situations. Key figures from organisations such as libraries, the Red Cross and housing associations can use the experience to make crisis preparedness and self-reliance concrete, local and accessible. 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
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
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
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