Our games


Effective logistics processes are key factors for companies in the industry today. Supply Chain Management (SCM) helps companies to increase their profits and market share. As part of this the Beer distribution game arose in the early ’60s.

Today it is one of the most popular business simulations to learn systematic thinking. The Beer Game is widely used in the introduction to the problems and opportunities of Supply Chain Management.

Therefore is this a new edition of the already well-known Beer distribution game as a computer game. The Serious Multiplayer Online Role Play Game (SMORPG) helps understanding the problems that can occur within the different roles of SCM.

Smart City

SmartCity is a single player game for students and interested people in the field of Internet of Things (IoT). The initial idea originates from Ugyen Nima’s and Rinzin Wangdi’s bachelor thesis. In 2017, the concept has been further developed for the EU H2020 funded project “Beaconing”. http://beaconing.eu/

The concept of a smart city and the integration of new technology becomes more and more important to frame a more efficient, green and inclusive city and therefore leads to be an inherent part of the engineering curriculum.

Given a selection of devices, players place each device in a city map to enhance the productivity, safety or effectiveness of a facility. The city consists of different areas (e.g. school, factory, apartments) and as the benefits and disadvantages of a device vary for each application field, the players receive points, combined with feedback for their individual decisions (e.g “Did you consider the noise pollution of this device?”). A following quiz with specific questions adapted to the player’s in-game performance ends each level.


ArKoH is a single player online game supporting the learning in the maritime industry, especially in harbours and has been developed in the context of the ArKoH project. http://www.arkoh.de/

The objective of the game is to familiarize players with typical operations found in a harbour setup. The player is introduced into a port scenario and collects points by answering questions. During the course of the game so-called jokers support the player in finding the right answers. Players can choose their role (e.g. stevedore, crane operator) and the difficulty level (beginner, intermediate, expert) before diving into the gameplay. After completing the game, players can compare to each other through a highscore list. ArKoH also offers a duelling mode in which two players compare directly with each other by answering three selected questions. Game designers are supported by an editor, which allows the creation and maintenance of ArKoH game scenarios.


The gamified Requirements Engineering (RE) Methodology (GREM) follows a facilitated multiplayer approach and can currently be used by up to 4 players simultaneously.

Gamification provides a collaborative approach to involve stakeholders from the life cycle of complex solutions, such as Product-Service Systems (PSS).

The gamified RE Methodology has been developed and applied in the European FoF-Project PSYMBIOSYS (No. 636804). http://www.psymbiosys.eu/

The objective of the gamified RE Methodology is to create initial requirements, but also possible solutions for specific problems to play with in a virtual environment.

After selecting a role, the players are able to specify requirements for the solution of a specific problem from their perspective. The players provide ideas for the other roles’ requirements, which are then displayed by the game and will be rated by all players. The best ideas are discussed to create an integrated solution. This process can be repeated iteratively.


refQuest is a multiple player game supporting business professionals in the ideation phase of strategic innovation projects and has been developed in the Laboranova project. The underlying concept is based on the principle of reframing the question, which allows a structured idea generation and evaluation for a given business problem.

The refQuest game scenario needs to be adapted to the specific business case, which is in our example a window manufacturer who is in search of new and innovative features for the next generation of their products. The twelve players follow a structured process in which they generate and evaluate individual ideas. The final result is a commonly created list of favourite ideas and their descriptions. Players adapt to a role like “rational thinker” or “emotional criticiser” in order to spark creativity in idea generation. Playing this game with twelve players generates in total 42 documented ideas.


Seconds is a multiplayer game for a minimum of 12 players. The objective is to increase the awareness and understanding of the impact of strategic decision making in distributed manufacturing by a simulation of production networks. Seconds provides a safe environment for experimenting with different strategies and to observe the impact of the own decision for partners. It also provides a realistic multi-stakeholder environment and supports collaborative networks. Seconds is scenario-based, and allows a facilitator to take an active role in the game by using an authoring tool. This tool makes it easy to generate new adaptable scenarios.

Playing Seconds increases knowledge in theory, visual practice and earning experience on Supply Chain Management. Topics, which are relevant in this game, are Supply Chain & Logistics, Supply Chain Relationships & Sustainability, Strategic planning, knowledge management and its applications in SCM.


The Windmill Game is a single-player game designed for supporting the learning objectives described in the syllabus description above. It is developed using the open source e-Adventure editor tool. During game play, the player will discover different inbuilt information on PLM which he needs to apply to perform and to solve the task. These tasks can be solved by clicking on the right objective at the right time. This supports the knowledge acquisition process.The game lasts around 30 min, depending on the computer and game skills of the player.


This multiplayer game was developed in the project “GLOTRAIN” and consists of three training modules for engineering activities with different focuses. The modules allow to experience and to practice distributed teamwork by use of modern tools and methods for communication and production.

  1. “Organisation and teamwork” illustrates the change of the model enterprise from a traditional, formalised and tayloristic company into a modern, process oriented company. Each learner takes over a certain role in the company, and tries to process incoming orders, while changing the organisation of their company e.g. by introduction of group work.
  2. “Distributed co-operation”. Three groups of players in a remote set-up, each representing an independent company, have to co-operate by using different information and communication technologies, to experience the impact of diverse tools and techniques for communication on teamwork. Problems and structures of the game scenarios produce stress and ambition.
  3. “Customer focus and co-operative product development”. Several groups of players have to develop and to produce a product within a given specification. Time and resources to produce the products are very low. Especially machine-time has to be ordered in time and leads to competition between the teams.


The main goal of the ELLIOT (Experiential Living Labs for the Internet Of Things) STREP project was to develop IoT technologies and Ambient Intelligence (AmI) services by and for users/citizens. As a result, we experimented with a serious gaming approach to support the ideation phase during a service development. The serious gaming approach is one of the techniques used especially in the BIBA Logistics Use Case.

The game scenario in the logistics use case scenario treats the ideation and aims to elicit requirements for the service, which is to be developed throughout the Living Lab (and its iterations). In the project, it was shown that serious gaming could be a supporting and helpful tool to reach this objective. Furthermore, it has been explained to what extend this objective seems to be reasonable.

The gaming approach was used in the co-creative phase in order to develop suitable IoT services. The ideas developed in the game are passed on to the Living Lab members for further discussion, development and for feedback collection. The utilization of the SG in the logistics use case illustrates how ideas generated in the gaming environment are transferred from the Co-Creation into the Exploration phase of the Living Lab. For this transfer, a sensor toolkit was developed allowing users to physically realize the formerly in the serious game drafted IoT service.


theTakeover is a multiple player game supporting business professionals in the ideation phase of strategic innovation projects and has been developed in the Laboranova project. The underlying concept is based on the principle of a radical perspective change, which should foster creativity in the ideation phase. The game supports structured idea generation and evaluation for a given innovation case.

The theTakeover game scenario needs to be adapted to the specific business case, which is in our example an app development studio in search for the next hyper-trends in mobile applications. The twelve players follow a structured process in which they generate and evaluate individual ideas. Within this process they are interrupted by the CEO announcing that the studio has been taken over by a large publisher. The players need to adapt to the new situation and re-work their ideas. The final result is a commonly created list of favourite ideas and their descriptions. Playing this game with twelve players generates in total 42 documented ideas.


Intellica is a board game designed for 12 players. They simulate an entire supply chain including supplier, produceer and end-product distributor. The players learn how to calculate transportation costs, to procour supply in time for the demand they face and what a difference it can make to transport your supplys in a container which contains sensors for multiple occassions. In order to make the entire game more “reallistic”, the players are trading with LEGO©-bricks and are using inventory- and ordersheets for the entirety of the game.


Game about risk management in enterprise networks. A multi user game based on SHARE, flexible, adaptable scenarios, played at an inter-organisational and intra-organisational level in order to reduce the complexity  the player need to deal with and designed for the use in a workshop setting (Virtual or physical).


COSIGA is a multiplayer simulation game for students, engineers and managers in the field of Concurrent Engineering (CE). It was developed in the European project “COSIGA”.

COSIGA can be played in groups containing up to 5 players, who will be asked to cooperate as a team in product development. For a greater authenticate players can be placed in separate locations and communicate via chat, email and video calls. Using several CE principals the objective of the game is to produce a cost-effective truck for a predefined market, which first needs to be analysed by the players. Furthermore, they need to create product specifications and product designs and will be responsible for the planning of procurements and production processes. The effective collaboration of the group members is vital for the success of the product.

Prior games

Share – This game demonstrates problems occurring in collaborations in globally distributed value chains.

Prime – Simulation game for strategic decision making in the field of production.

Spiko – A game to convey knowledge about cooperation-based working in partnerships.

Logtrain – A simulation tool used for the development of realistic simulation models.