The saviors of the future

From the spirits that I called, Sir, deliver me! (Sorcerer's Apprentice)

Gaming, surfing, posting, judging, constantly online, a highly topical and highly explosive phenomenon of media-overloaded societies. 

But how do young people deal with this constant seduction, how can this social threat be brought closer to those who are basically concerned? The answer is, with a game against gaming addiction. With this unconventional and at the same time courageous approach, DAK Gesundheit was the first German public health insurance company to develop a game for online addiction prevention. straightlabs was appointed by DAK Gesundheit to develop and to produce the game. The mission was to develop a platform-independent, free game in a new genre to revolutionize the gaming market.

Gaming, surfing, posting, judging, constantly online, a highly topical and highly explosive phenomenon of media-overloaded societies. 

But how do young people deal with this constant seduction, how can this social threat be brought closer to those who are basically concerned? The answer is, with a game against gaming addiction. With this unconventional and at the same time courageous approach, DAK Gesundheit was the first German public health insurance company to develop a game for online addiction prevention. straightlabs was appointed by DAK Gesundheit to develop and to produce the game. The mission was to develop a platform-independent, free game in a new genre to revolutionize the gaming market.

The story and thus the message of this game was developed in close collaboration with experts and scientists in the fields of media education and workplace health management. Based on this, straightlabs has developed and produced the game with its team of animation artists, art directors, game designers, game developers, project managers, sound designers and actors.

In a bizarre world, dominated by excessive use of the Internet and games, the player reveals a journey between the present and the future. In the roles of the two main characters Emma and Felix, the player faces the threat by the all-powerful ruler of the group „Live Net“. The omnipresent ruler has transformed the new, strange world into a desolate place. On their journey between the worlds, between the present and the future, Emma and Felix motivate the player in a humorous and subtle way to think a little bit more about their own internet and gaming behavior.

A variety of different, sometimes common forms of play, such as „point and click“ or individual text decisions and numerous mini games provide fun. Because the game wants to be thought-provoking and less to dive into a secluded, socially isolated world, due to this fact, everything that can lead to a gaming addiction has been completely omitted. On the contrary, addictive game mechanics, as we often find in commercial games, are critically illuminated in a playful way. Without moralizing undertones or with the well-intentioned parental advice. Nevertheless, the well-intentioned advice, the reference to possible dangers of excessive us of internet and games should not be missing, however, if possible without paternalism. Of course as a game. In the game players earn more information about online addiction by winning achievements. The digital prevention brochure about online addiction is acquired step by step.

The Concept

The story and thus the message of this game was developed in close collaboration with experts and scientists in the fields of media education and workplace health management. Based on this, straightlabs has developed and produced the game with its team of animation artists, art directors, game designers, game developers, project managers, sound designers and actors.

The Story

In a bizarre world, dominated by excessive use of the Internet and games, the player reveals a journey between the present and the future. In the roles of the two main characters Emma and Felix, the player faces the threat by the all-powerful ruler of the group „Live Net“. The omnipresent ruler has transformed the new, strange world into a desolate place. On their journey between the worlds, between the present and the future, Emma and Felix motivate the player in a humorous and subtle way to think a little bit more about their own internet and gaming behavior.

The Gameplay

A variety of different, sometimes common forms of play, such as „point and click“ or individual text decisions and numerous mini games provide fun. Because the game wants to be thought-provoking and less to dive into a secluded, socially isolated world, due to this fact, everything that can lead to a gaming addiction has been completely omitted. On the contrary, addictive game mechanics, as we often find in commercial games, are critically illuminated in a playful way. Without moralizing undertones or with the well-intentioned parental advice. Nevertheless, the well-intentioned advice, the reference to possible dangers of excessive us of internet and games should not be missing, however, if possible without paternalism. Of course as a game. In the game players earn more information about online addiction by winning achievements. The digital prevention brochure about online addiction is acquired step by step.