Six Serious Games
Game On: Six Serious Games for Education

Here are the six games developed within the project:
Mystery of Prosperitas
Developed by: Live
Core Game Concept
The players’ task is to uncover why the residents and workers of the town of Prosperitas have lost their soft skills—and to help them regain them by solving problems and cooperation challenges.
Set in a once-thriving town known for its excellent customer service, well-being, and prosperity, something has gone wrong—people have forgotten how to treat each other kindly, solve problems constructively, and work together. The game team’s mission is to solve the mystery and restore the city to its former glory.
Game genre: Escape game-style adventure combined with learning.
Trailer: https://youtu.be/eXDWwi2I6nQ?si=m92oxI3lMiBTdhs7
Target Audience and Learning Objectives
Target audience: Young secondary school students (ages 16-20), especially those who benefit from additional support in learning, interaction, or everyday life management.
Learning objectives:
- Strengthening students’ soft skills: problem-solving, creativity, collaboration, and empathy.
- Encouraging teamwork and interaction to help students overcome social anxieties.
Game Mechanics and Structure
Team-based gameplay: Played in teams of three, requiring discussion and joint decision-making.
Exploration: Players move around a 3D game map, completing tasks in locations like the information point, shopping street, craftsman’s workshop, tavern, and park.
Mission challenges: Each mission starts with a short video introducing the challenge. Players receive feedback and points for completing tasks such as multiple choice, matching, and creative problem-solving.
Game structure:
- Introduction & Grouping – Players receive their mission and backstory.
- Mission Challenges – Each location has 1-3 missions related to lost skills.
- Final Solution – Completing all tasks reveals the cause and solution to the mystery.
- Reflection – Players reflect on their learning and real-world application.
Gamification Elements
- Engaging challenge – A mystery-driven narrative keeps players motivated.
- Team-based problem-solving – Each player contributes their strengths.
- Animated story characters – Brings the experience to life.
- Instant feedback & scoring – Keeps players progressing.
The game is played in small teams in a face-to-face classroom setting, requiring communication and joint decision-making.
Technical Implementation
Platform: Seppo.io – A Finnish gamification solution that allows educators to create interactive educational games. Mystery of Prosperitas takes advantage of Seppo’s new 3D feature.
Technologies and tools used:
- Microsoft Copilot & ChatGPT – For scripting the game story.
- Adobe Firefly & Heygen – For character creation, voices, and animations.
The game is played on a single computer per team with an internet connection, allowing the experience to be continued later using the same team name.
Accessibility and Support for Diverse Learners
- Clear and multi-channel content: Animated videos are subtitled; exercise texts are concise, structured, and formatted consistently.
- Flexible pace: The game does not require fast reflexes, allowing time for discussion and reflection.
- User-friendly interface: The Seppo.io platform is simple and accessible, with no complex functions required.
Virtual Roleplay
Developed by: Deltion
Core Game Concept
Virtual Roleplay is a multiplayer simulation game designed to help players develop soft skills through interactive role-playing scenarios. The game is set in a realistic, present-day environment where players engage in various situations that require effective communication, empathy, and problem-solving.
Target Audience and Learning Objectives
Target audience: Anyone needing to practice soft skills in customer-facing roles, including retail, medical, and food service sectors. Suitable for students and professionals working with customers, patients, or clients.
Learning objectives:
- Developing key soft skills such as friendliness, negotiation, listening, empathy, communication, and questioning.
- Encouraging players to engage in real-world scenarios that enhance their ability to interact effectively in professional settings.
Game Mechanics and Structure
- Players control avatars that navigate a virtual world resembling real-life settings.
- The environment includes interactive objects to enhance immersion.
- Players can teleport to different locations for efficient navigation.
- Communication features include voice chat, nearby player interactions, and chat emoticons.
- Players can spawn new objects based on their needs to facilitate role-playing exercises.
There is no traditional game progression; instead, assignments are stand-alone and designed to be integrated into broader lesson plans.
Gamification Elements
- The game is fully multiplayer, allowing for realistic role-playing interactions.
- No additional gamification features are currently planned.
- The immersive virtual environment itself serves as the core engagement element, offering a unique alternative to face-to-face role-playing exercises.
Technical Implementation
- Platform: Engage – a virtual reality collaboration platform.
- Development: Levels and interactions are designed using Engage’s Unity integration.
- Requirements: The game requires an internet connection and is strictly multiplayer.
- Access: Players need Engage accounts to participate.
Roleplaying in a Virtual Environment
Virtual Roleplay provides an innovative approach to soft skills training by offering a fully interactive and immersive space for learners to practice real-world scenarios in a risk-free setting.
Good Life
Developed by: Kiipula
Core Game Concept
Good Life is an educational game designed to help students develop soft skills through AI-controlled avatars. Set in the Good Life village, players engage in interactive scenarios that improve their communication, customer service, and language skills.
Within the village, players can:
- Practice job interviews with virtual employers.
- Develop customer service skills in a department store setting.
- Improve pronunciation in different languages with AI-guided exercises.
Target Audience and Learning Objectives
Target audience:
- Secondary school students.
- Immigrants and language learners.
- Anyone needing to practice soft skills or improve language proficiency.
Learning objectives:
- Strengthen conversation and customer service skills.
- Enhance language learning through pronunciation exercises.
- Build confidence in real-life communication scenarios.
Game Mechanics and Structure
- Players enter Good Life village and are greeted by Ralf, the AI village guide.
- Ralf introduces available games and answers player questions.
- Players select a game and navigate to the corresponding cabin to begin.
Game modes include:
- Customer Service Game – Players complete progressively challenging service tasks.
- Job Interview Game – A virtual employer conducts an interview and provides feedback on performance.
- Pronunciation Game – An AI avatar assigns increasingly difficult pronunciation tasks.
Gamification Elements
- Progressive difficulty: Tasks become more challenging as players advance.
- Reward system:
- The Job Interview Game provides a performance summary and hiring decision.
- Other games feature encouragement and congratulatory messages from AI avatars.
- The game is single-player and focuses on personal skill development.
Technical Implementation
- Platform: Meta AppLab.
- Development: Built using Unity, with OpenAI-powered avatars for realistic interactions.
- Requirements: Internet connection, Meta account, and Oculus Quest VR headset.
An Interactive Learning Experience
Good Life offers a unique, AI-driven environment where players can practice essential life skills in a safe, engaging, and supportive virtual setting.
The Game of Entrepreneurship
Developed by: Cebanc
Core Game Concept
The Game of Entrepreneurship is a business simulation game where players experience the challenges of starting and managing a business. Players begin with a newly established hotel and must make key decisions related to marketing, customer satisfaction, employee management, and financial stability. The game helps students understand the impact of their choices on business success.
Target Audience and Learning Objectives
Target audience:
- Middle and higher-grade students, with potential use in secondary education.
- Courses focusing on entrepreneurship, business management, and decision-making.
Learning objectives:
- Develop awareness of the complexities of starting and running a business.
- Understand the consequences of business decisions and their long-term effects.
- Improve strategic thinking and problem-solving skills in an entrepreneurial context.
Game Mechanics and Structure
- Players advance on a board by spinning a roulette wheel (1–10).
- The game tracks four key business aspects:
- Money – Financial stability of the hotel.
- Worker Happiness – Employee satisfaction and productivity.
- Customer Happiness – Quality of service and customer loyalty.
- Marketing Popularity – Brand reputation and market presence.
- Depending on the square they land on, players must make decisions affecting their business.
- Each choice has consequences, such as gaining or losing money, improving customer satisfaction, or affecting worker morale.
- The game ends with a final score calculation to determine which player has achieved the most successful business journey.
Gamification Elements
- Multiplayer gameplay for up to four players.
- Competitive motivation: The player with the highest number of successful business assets at the end wins.
- Decision-making with immediate and long-term consequences keeps gameplay engaging.
Technical Implementation
- Platform: Unity-based digital board game.
- Current version: Local multiplayer (up to four players).
- Future plans: Development of an online version for remote play.
An Interactive Business Experience
The Game of Entrepreneurship provides students with an engaging, hands-on approach to learning about business management, helping them develop essential decision-making skills in a fun and interactive way.
Green Skill in VET
Developed by: Centro San Viator
Core Game Concept
Green Skill in VET is an educational game designed to raise awareness and understanding of green skills among students. The game takes place in a familiar environment—workshops within a vocational education and training (VET) center—where players must identify and correct situations that go against sustainable practices. Through interactive problem-solving, students learn how to apply green skills in real-world scenarios.
Target Audience and Learning Objectives
Target audience:
- Primary users: Pre-VET, VET, and post-VET students (ages 14–22).
- Secondary users: Visiting students considering future enrollment, industry partners, and families exploring the center’s learning opportunities.
Learning objectives:
- Introduce students to the concept of green skills and sustainability in vocational training.
- Encourage problem-solving and critical thinking in identifying unsustainable practices.
- Provide an interactive way to engage external visitors with the learning process.
Game Mechanics and Structure
- Players explore different workshops within the VET center, focusing on their specific field of study.
- Each workshop contains pre-designed environmental issues that need to be identified and resolved.
- Players progress by correctly answering questions related to sustainability and green skills.
- The game provides interactive learning scenarios to replace potentially hazardous real-world training exercises.
Gamification Elements
- Players can choose between individual play (as a graded test) or collaborative multiplayer mode, where students work together to solve sustainability challenges.
- The game rewards correct answers with progression through the workshop.
- Multiplayer mode allows peer interaction for enhanced engagement and collective problem-solving.
Technical Implementation
- Platform: Built on Vista3D software, as recommended by project partners.
- Tools: Content is recorded using an Insta360 camera and processed with its dedicated software.
- Multiplayer capability: Available, though optimized for faster resolution over high interaction levels.
- Internet connection: Required for initial download but can be played offline afterward.
An Engaging Approach to Green Skills
Green Skill in VET provides an interactive and immersive way for students to learn about sustainability in their field of study. By integrating real-world scenarios into a digital learning environment, the game enhances awareness and application of green skills in vocational training.
Founder's Journey: The Power of Choices
Developed by: Learningdigital
Core Game Concept
Founder’s Journey is an educational game designed to raise awareness and understanding of green skills among students. The game takes place in a familiar environment—workshops within a vocational education and training (VET) center—where players must identify and correct situations that go against sustainable practices. Through interactive problem-solving, students learn how to apply green skills in real-world scenarios.
Target Audience and Learning Objectives
Target audience:
- Primary users: Pre-VET, VET, and post-VET students (ages 14–22).
- Secondary users: Visiting students considering future enrollment, industry partners, and families exploring the center’s learning opportunities.
Learning objectives:
- Introduce students to the concept of green skills and sustainability in vocational training.
- Encourage problem-solving and critical thinking in identifying unsustainable practices.
- Provide an interactive way to engage external visitors with the learning process.
Game Mechanics and Structure
- Players explore different workshops within the VET center, focusing on their specific field of study.
- Each workshop contains pre-designed environmental issues that need to be identified and resolved.
- Players progress by correctly answering questions related to sustainability and green skills.
- The game provides interactive learning scenarios to replace potentially hazardous real-world training exercises.
Gamification Elements
- Players can choose between individual play (as a graded test) or collaborative multiplayer mode, where students work together to solve sustainability challenges.
- The game rewards correct answers with progression through the workshop.
- Multiplayer mode allows peer interaction for enhanced engagement and collective problem-solving.
Technical Implementation
- Platform: Built on Vista3D software, as recommended by project partners.
- Tools: Content is recorded using an Insta360 camera and processed with its dedicated software.
- Multiplayer capability: Available, though optimized for faster resolution over high interaction levels.
- Internet connection: Required for initial download but can be played offline afterward.
An Engaging Approach to Green Skills
Green Skill in VET provides an interactive and immersive way for students to learn about sustainability in their field of study. By integrating real-world scenarios into a digital learning environment, the game enhances awareness and application of green skills in vocational training.