Wijkmakers
Wijkmakers is a physical, interactive scale model that lets residents practise mutual self-reliance during disruptions and crisis situations in their neighbourhood. Around the model, participants make joint decisions under time pressure about requests for help, resources, roles and priorities. Light, sound and other changes immediately show what their choices mean for the neighbourhood. In phase 1, Hub Creations is developing a proof of concept and examining its content-related, technical, and usage and market feasibility. Residents, municipalities and neighbourhood partners are testing the experience together. Source: public phase 1 summaries, RVO
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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
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
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
In Their World: neurodivergentie ervaren met Immersive Technology
In Their World is an immersive technology that lets key contacts and government staff experience what contact with the government can feel like for neurodivergent residents, such as people with autism or ADHD. Through realistic VR scenarios, users experience the impact of sensory stimuli, language, time pressure and social situations. They then practise communication and adjustments that make these interactions more accessible. The solution helps professionals recognise neurodivergent needs earlier and connect better with residents. In doing so, In Their World strengthens empathy and inclusive communication, and contributes to a stronger connection between government and citizens. 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
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