Onco Aura – Serious game “Immunopolis”

Onco Aura, the regional cancer network of Auvergne-Rhône-Alpes, wanted to transform one of its patient therapeutic education tools (a card game) into a digital Serious Game.

Objectives

This solution aims to inform and educate the patient, empowering them to take an active role in their treatment and health. Specifically:

  • Understanding immunotherapy treatment.
  • Identifying the side effects of immunotherapy.
  • Knowing how to assess and report the occurrence of adverse effects.
  • Acquiring knowledge and skills to better cope with bodily reactions and avoid feeling helpless.
  • Being an active participant in one’s healthcare journey by understanding the various medical tests and treatments involved.

The format was chosen for its playful and practical aspects. With this digital tool, home healthcare teams benefit from a dematerialized training device that can be used directly at the patient’s home.

Target

Healthcare professionals in private practice and patients.

Synopsis

Patients are invited to explore the intricacies of the human body. They discover the functions of each organ to better understand it and gain insights into potential side effects related to their treatment, their recognition, and their management. With this Serious Game, patients and healthcare professionals can engage in interactive discussions and share their thoughts using a fun tool accessible on tablets or PCs.

Accessibility

Serious Game on tablet.

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CPIAS Nouvelle-Aquitaine – Serious game “IControl”

Objectives

Serious Game dedicated to standard precautions during the healthcare journey:

The actions and behaviors of all individuals surrounding the patient can potentially pose a risk of contamination (hands, attire, respiration, and biological fluids). The Serious Game “I-Control” is designed to raise awareness and provide training to both healthcare professionals and the general public on best practices to prevent healthcare-associated infections. Immidiate launch.

Realized in collaboration with and for the CPIAS Nouvelle Aquitaine.

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ATMO Haut-de-France – Serious game “Deviens un ex’pair”

device

Fun and educational serious game offered by Atmo, an air quality monitoring association, for children aged 8-15 to raise awareness about air pollution. Different stages to discover through this “serious game”:

  • What is air and air pollution?
  • Where do pollutants come from?
  • What are the consequences on health and the environment?
  • What are the good practices to adopt? How can one get informed?

objective

Raise awareness among young people about the risks of air pollution and the good practices to adopt.

Discover the project in a video.

EDF Nucléaire – Serious game with digital twin

EDF develops digital training programs that allow immersion in nuclear environments and provide training on the identification and use of equipment and technologies. These programs are designed to interest and motivate EDF employees, enabling them to practice protocol repetition, learn proper procedures, and validate their ability to work under conditions that closely resemble real interventions.

Device

Audace Digital Learning has designed a Serious Game featuring a hyper-realistic reconstructed environment.

Real-time technology allows for faithful reconstruction of object/learner interactions. The choice of a subjective camera perspective (through the player’s eyes) enhances the sense of immersion.

Objectives

Learning the technical operations for production staff.

Target

Production personnel

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ArcelorMittal – Industrial simulator “Coupling”

Device

Creation of an industrial training simulator for the supervision and operation of a strip accumulator. Physical workstation with controls, recreated and interfaced.

Target

Production personnel.

Objective

Mastering the supervision and operation of machines through various scenarios:

  • Job orientation,
  • Operation of operation and adjustments,
  • Replacement of worn parts,
  • Autonomous maintenance,
  • Fault analysis and troubleshooting interventions.

Naval Group – Serious Game “Cybersécurity”

Our society is becoming increasingly digital, taking advantage of the opportunities associated with the use of new technologies. The flip side of the coin is the rise of cybercrime. Indeed, cyberattacks are becoming more numerous and targeting businesses of all types.

As the European leader in defense naval systems, Naval Group represents a strategic target for cyberattacks. After developing internal awareness tools, Naval Group decided to implement a playful and educational digital training solution in the form of a Serious Game.

Objective

  • Raising awareness about best practices in cybersecurity.
  • Enhance the training of its employees and service providers on the principles and challenges of cybersecurity.
  • Offering an attractive platform that facilitates communication with young graduates.

Target

  • Employees and contractors of Naval Group.
  • Young graduates.

Synopsis

The player plays Sacha, a spy, who tries to infiltrate the company Satgam Corp to find plans for their technologies… All lines of defense must be tested: antivirus, firewall, etc. The objective of the mission is to verify that Naval Group personnel are up to the strategic challenges they are involved in.

Accessibility

Accessible on PC.

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Orano Serious Game – “New Employee Journey”

Device

At the request of Orano, Audace Digital Learning designed a serious game for new contractors and employees whose tasks involve interventions in nuclear power plants.

Through a 3D simulation, new employees experience the various stages of a journey within a nuclear power plant and must adhere to safety rules.

Objectives

Providing new employees with all the necessary information to work on a production site.

Content

The ACCUEIL Serious Game is used in blended learning as a pedagogical tool by the expert trainer to guide new employees through the on-site induction process, specific rules and equipment, on-site procedures, and fostering a culture of shared vigilance.

It is delivered on tablets. A secure case is used to transport and recharge the 2 tablets required for each session.

Scenario

The player acts as a puppeteer: the learner controls a character through a simple Point-and-Click interface and must make decisions and react to the situations they encounter.

By seeking realism, we enable new employees to immerse themselves and engage in the story they are observing. They become active participants in their training!

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Arcelor Mittal – “Serious game RHOB2”

device

ArcelorMittal was opening a new production unit dedicated to steel processing. The investment required a swift implementation after the completion of the construction. The goal was to train the personnel on their future work environment and tools prior to the actual launch.

This hyper-realistic simulation Serious Game (designed based on building plans) incorporates all efficiency criteria: topography and navigation in the future site, operation of tools and processes, first-level intervention, equipment control, adherence to standards, protocols, and safety.

Objective

Training the personnel on their future work environment and tools prior to the launch of a new production unit.

TARGET

Intended for training purposes :

  • For new entrants within the company
  • For personnel undergoing career transition
  • For skill recycling or skills retraining

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A.Qua.VieS Association Serious Game – “Detect Me If You Can”

Extremely solicited to deal with the COVID-19 pandemic, the mental health of healthcare professionals is being severely tested. This exceptional crisis situation, coupled with an already stressful workload, has greatly increased the risks of burnout (Healthcare Professional Burnout Syndrome – SEPS).

At the initiative and under the scientific supervision of A.Qua.VieS (Association for Healthcare Professionals’ Quality of Life), Audace Digital Learning has developed a serious game that is currently being commercialized. This game enables healthcare professionals and their supervisors to recognize and better anticipate burnout.

Burnout or SEPS is characterized by feelings of intense fatigue, loss of control, and an inability to achieve concrete results at work. In early 2020, the National Public Health Agency (ANSP) entrusted the A.Qua.VieS association with the mission of assessing the risk of burnout in hospital settings. The association has chosen the serious game “Detect Me If You Can!” developed by Audace Digital Learning, which addresses the challenges of the Observatory for the Quality of Work Life of healthcare professionals.

Between the theoretical and practical components, this online training enables healthcare professionals and their supervisors to acquire sufficient knowledge about healthcare professional burnout (or burnout syndrome) in order to better prevent it.

Objectives

  • To be able to define the causes of healthcare professional burnout (SEPS).
  • To be able to identify a person suffering from healthcare professional burnout (SEPS).
  • To be able to apply one’s knowledge in the context of case studies related to healthcare professional burnout (SEPS).
  • To be able to modify one’s organization to prevent cases of healthcare professional burnout (SEPS).
  • To be able to self-assess one’s knowledge and practices with the aim of operational implementation in one’s healthcare facility.

Content

Chapter 1: Introduction (context, definition of SEPS, some statistics)
Chapter 2: Recognizing SEPS
Chapter 3: Causes of SEPS
Chapter 4: Managing SEPS
Chapter 5: Preventing SEPS
Chapter 6 (designed for managers): Proximity Management (collective and institutional prevention, project approach, training, meeting spaces)
Chapter 7: Conclusion (summary, resources)

Discover the project in a video.

Orano Serious Game – “Risk Prevention”

Device

You can never be too cautious!

Designed for personnel working in nuclear sites, the latest Serious Game developed for Orano aims to significantly enhance risk prevention. In order to strengthen learners’ engagement and also to surprise them by taking them out of their comfort zone, which is the familiar universe they know (sometimes too well!), the approach chosen was to shift the training. The scenario was thus inspired by the TV series “Lost”.

Pitch

A plane crashes on a deserted island, and upon waking up, the player finds themselves alone. However, they can communicate with a correspondent via radio. This correspondent will guide the player to survive. To achieve this, the player will have to perform a series of maneuvers, each addressing a specific risk associated with the reality of nuclear agents’ terrain.