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Successful CREAMARE The Game testing: 16 participants engage in Novena Focus group !

On January 29, 2025, a Focus group was held at Novena, bringing together 16 participants to test CREAMARE: The Game.

As part of Work Package 5 of the CREAMARE project, a Focus group was held on January 29, 2025, at Novena in Zagreb, aimed at testing a serious game dedicated to the preservation of underwater cultural heritage. Over the course of the two-hour session, 16 participants, including members of the general public and experts in cultural heritage preservation, had the opportunity to explore an innovative approach that merges education, technology, and interactive entertainment.

Project Introduction and Key Objectives

The event was opened by Ervin Šilić, followed by a presentation from Renata Razum, who introduced the CREAMARE project, outlining its main goals, past activities, and achieved results. Through this presentation, participants gained deeper insight into the importance of digital reconstruction of underwater heritage and the ways in which technology can contribute to its promotion and preservation.

After the introduction, Šilić presented nine key underwater cultural heritage sites featured in the game, explaining the game’s storyline and mechanics in detail. These sites are digitally reconstructed historical locations that players can explore, facing various environmental challenges, such as cleaning polluted areas, removing waste, and protecting marine ecosystems.

Game Testing and Participant Feedback

The highlight of the event was the game testing process, where participants had the chance to immerse themselves in virtual underwater worlds and engage in various tasks. Through the game’s interactive elements, users tested digital tools such as drones, sensors, and underwater scanners to solve assigned challenges and contribute to the preservation of cultural heritage.

Following the testing, participants completed online surveys, providing valuable feedback on user experience, visuals, and overall game impressions. Several key areas for improvement were identified, including enhancing interactive elements, optimizing the user interface, and refining the game’s narrative.

Conclusion and Future Steps

The focus group confirmed strong interest in the subject of underwater cultural heritage and demonstrated the crucial role digital tools can play in its protection and promotion. Participants expressed enthusiasm for the game’s innovative concept and emphasized the importance of education through interactive methods.

This event marks a significant step in validating the game and provides valuable insights for further development.

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creamare, creamarethegame, EUproject, focusgroup, novena, seriousgame, underwaterculturalheritage