WijkWijs
WijkWijs is a mobile app that helps residents prepare for a crisis at neighbourhood level. Under normal circumstances, users follow a playful AR trail past emergency facilities and key locations in their own neighbourhood, complete with immersive explanations and an AI assistant. When the internet goes down, the app switches to an offline crisis mode featuring a local map, and the on-device AI assistant remains available. The feasibility study is being carried out by Dutch Rose Media/4DR Studios in Eindhoven, with Magic Trailz and Mear Fryslân as operational partners and the municipality of Eindhoven serving as the test site. Source: public phase 1 summaries, RVO
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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
Mosaic
Mosaic is an interactive VR film in which participants literally step into each other's shoes: the civil servant experiences the citizen's life, and vice versa. In the second part, both perspectives meet in a confrontation scene where participants jointly respond to dilemmas. The key contact person selects themes relevant to their own community and guides the follow-up discussion. In phase 1, Scopic Labs investigates which themes, scenarios, ethical frameworks and guidance protocols deliver the greatest impact. 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
Belletje Trek
Belletje Trek is an immersive group experience in which local residents jointly go through a simulated crisis situation, such as a 3-day power outage. Using their own smartphones, participants complete tasks and work together to deal with the situation. No app download or technical knowledge is required. The experience helps residents get to know each other better, discover each other's strengths and build trust. Belletje Trek is designed as a practical tool for neighbourhood professionals to strengthen social cohesion and self-reliance, particularly within groups that don't yet know one another. This makes it possible to practise mutual self-reliance in an accessible, playful way. 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
De Drempel Over
De Drempel Over ('Crossing the Threshold') is a mobile escape experience housed in a converted caravan. In it, key professionals experience first-hand what it's like for vulnerable citizens to get stuck — for example due to low literacy, digital exclusion, or distrust of government. A debrief afterwards directly links this experience back to their own work. Key professionals often understand the problems facing their target group in theory, but don't really feel them. As a result, their approach doesn't always match what vulnerable citizens actually need. The experience is designed for neighbourhood teams, social workers and other professionals who bridge the gap between citizens and government. By making people experience these problems rather than just explaining them, De Drempel Over deepens understanding of vulnerable residents and encourages better-suited support and communication. Source: public summaries phase 1, RVO