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 take the opportunity to probe anxious or difficult health questions with curiosity, resilience, and courage.

Our exciting video games increase health literacy so people become, not masters of a fabled universe, but caring stewards of their bodies and engaged patients. A nudge to wellness.

Customers play with genes and cells, enzymes and organs, in a make-believe world riddled with pathogens. Not entirely make believe! Seeing and playing, achieving victory over fantastic threats, they open doors of perception and set up for a healthier and happier life. All while they’re having fun.

Our tech is built on an integrated mathematical model of human physiology. Engineered for nearly 50 years at a major medical center, the model is used for research and professional training. It creates virtual humans that support investigation of symptoms, conditions, treatments, and environmental influences.

Informed by the model, our instructional system runs high-fidelity simulations of pathogenesis. For example, our prototype unpacks type 2 diabetes, a tough challenge because diabetes is a silent, patient killer with 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 that mimics Pixar aesthetics.

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. Choice is our organizing principle of design for adults. They choose well to gain control. "I win. I'm good. I understand. I'm capable."

Humaginarium players are adventurers. They choose missions like Diabetes Agonistes, Cancer Crunch, Mines of Meningitis, or Crohn's Caliphate. Each is a 30-minute episode. More are added monthly.

Episodes are patterned: expose a contest, engage a threat, branch to complications, execute a plan, assess results. This pattern emerges in a virtual world of biological fantasy where organs, cells, and molecules have physical and mental states. They exist as facts and flourish in a player’s imagination.

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 more than fun; they 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 games are capable of producing meaningful outcomes.

Scientific entertainment. Variation on La Grande Baigneuse, by Jean-Auguste-Dominique Ingres