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Offer for children & young adults Deep-Sea Research as Game

As part of the science year "Seas and Oceans", we have developed an exciting online game on the basics of microbiology on behalf of the Max Planck Institute for Marine Microbiology.

The sandbank off Helgoland hides a secret inside: Hidden in the sediment and in the water column, tiny creatures, algae and bacteria ensure that our ecosystem functions. Over 5000 bacteria populate a single grain of sand. They constantly absorb carbon and therefore play an important role as a natural filter for the carbon and nitrogen cycle. But there are also fascinating things to discover around the sandbank. Small algae, which live in their thousands in every milliliter of seawater, have a major impact: algae in the sea fix carbon dioxide and produce around 50% of the oxygen in our atmosphere.

  • Client

    Max-Planck-Institute for Marine Microbiology

  • Year

    2018

  • Tasks

    Interaction design, script, editing, illustration, interface design, application development

Discover Online

Playful experience Phenomena & Research Work

In the "Mystery of the Sandbank", players embark on an entertaining journey of discovery into the world of the smallest sea creatures and learn about their importance for the marine ecosystem. The basics of microorganisms, the sea and sediment are conveyed on various levels of communication, graphics, illustrations, animations, photos and videos, as well as in additional materials for download. The focus is also on the methods and techniques for scientific research into microorganisms and thus the work of the Max Planck researchers.

Step by Step Exploring the Marine Habitat

The starting point is the map room of the Max Planck research ship, where players can choose their mission on a map of the North German Bight. The players control their avatars (creatures from the world of algae and microorganisms) through an underwater landscape and explore the various aspects of the marine habitat step by step. Here it is important to observe carefully, because some phenomena only become apparent at second glance. The young researchers collect so-called "researcher points" in quiz units, which are included in an individualized researcher diploma. The target group of the game includes children aged around 10 to 14 years.