Humaginarium is for adults who crave understanding and control of their bodies but are baffled by biomedicine, fearful of clinical care, and alarmed by search results on symptoms.

We satisfy needs for insight in amusing and comforting ways. Customers probe anxious or difficult health questions with curiosity, resilience, and courage

Our platform increases health literacy so people become, not masters of the universe, but caring stewards of their bodies and engaged patients. We nudge to wellness. TM

Customers play with genes and cells, enzymes and organs, in a humanoid world riddled with pathogens. Achieving victory over dire threats, some real and other imagined, opens their minds and sets up for a healthier and happier lifestyle.

Our technology embodies mathematical models of human physiology. Engineered for nearly 50 years at a major medical center, the models support personal investigation of symptoms, conditions, treatments, and environmental influences on the body.

Our instructional system runs high-fidelity simulations of pathogenesis. For example, our prototype unpacks type 2 diabetes, a tough challenge because diabetes triggers morbid complications in every organ and tract of the body.

Players experience our sims as scientific entertainment TM: sensuous, emotional video games featuring heroes and villains, settings, sound, storylines, puzzles, levels, and animated CGI.

Players further increase their health literacy in a social network of self-assembling communities of interest

Adults need freedom and autonomy. When they want to learn they choose to act: inquire, explore, weigh, experiment, decide based on reasoning, intuition, visual acuity, or desire. User choice is our organizing design principle.

We motivate daring choices in missions like Diabetes Agonistes, Cancer Crunch, Mines of Meningitis, or Crohn's Caliphate. Our platform presents thousands of missions supporting various learning styles. Customers choose what meets their needs.

Each mission plays out in a virtual world of biological fantasy where organs, cells, and molecules have physical and mental states. When finished in one, customers may choose another or pause to reflect: What just happened? Did I learn something about my own body? Can I use what I learned to change my life?

In 1938 historian Johan Huizinga analyzed the influence of play on culture. His book Homo Ludens argues that play is more than fun; it’s a crucible of human development. In 1970 engineer and teacher Clark Abt studied the influence of games on pedagogy. His book Serious Games coined an oxymoron for games that are powerful educational technology. In 2003 linguist James Gee argued that video games purporting to be pure fun are more than that. His book What Video Games Have to Teach Us About Learning and Literacy concludes that interactive entertainment endows players with knowledge, skills, and the drive to do and be better.

Fifty years of research in varied disciplines (psychology, mathematics, military science, economics) warrants the approach we take to amuse and edify consumers. Our entertainment is more than capable of increasing health literacy.