

Journeys, discoveries, treasure hunts
Mysterious places, quirky characters, incredible finds - we create exciting worlds to engage players.

Quizzes, puzzles, questionnaires
We use quizzes and questionnaires to teach, test knowledge or collect data from users. We use points, collectibles and prizes to gamify tasks.

Built by, for and with humans
We build with users in mind and involve user testing throughout the process. We use only custom design and no AI art.

Click or Trick is a media education game, developed for Mediawise Society in Romania with funding from the Orange Foundation. In the game, users have to review examples of real online content: emails, SMS, social media posts and decide if they are real or a scam. They gain points for correct answers and for identifying the clues that suggest they are scams.

Zebra App was designed with funding from the Villum Foundation in a project with Triskuel aiming to investigate the impact of educational projects. Developed for and with Cesta von in Slovakia, the app takes young people on a journey where they meet various characters and help them, while completing gamified assessment questionnaires. The aim was to make the data collection process fun and engaging.

S.A.N.A. App was developed for the Faculty of Psychology at the University of Padova in Italy. Over a thousand teenagers took part in the project that investigated sleeping and eating disorders in adolescents. The app features a space treasure hunt, and includes a variety of self-test questionnaires, bite-sized lessons, quizzes, and gamification techniques to encourage users to complete the tasks in the app.
Interactive Collaboration Task
Supporting research carried out by Babes-Bolyai University in Romania, we programmed an interactive collaboration task, which simulated to research participants that they were in a chat with colleagues and needed to solve different tasks together. The task was used to study collaboration in studies with teachers and professionals.


The Food Trainer was designed at the University of Exeter by Dr Natalia Lawrence and colleagues. This game is designed to train you to say ‘no’ to unhealthy foods and substitute these with healthy foods. The app includes the possibility for users to customise the game and set personalised reminders. The Food Trainer has been used for over 10 years in numerous research projects and has been downloaded by over a hundred thousand users.
Over 12 years ago, we started making software for researchers in social and health sciences, at PsyNovigo. Over the years, our projects and interests have expanded to include serious games.
At Slightly Serious Games we passionately believe in the power of games to engage and deepen understanding.

Diana Onu
Diana has been desining software for over 20 years, from the "early years" of web design to mobile apps. With a PhD in Psychology, she has worked in academic and applied research, as well as education projects spanning all ages from the kindergarten to university.

Dan Marshall
Dan is a User Experience Researcher in the video game industry, as well as an independent game developer designing serious games that make learning, training and research engaging and rewarding through play. Combining UX research, playtesting and game design he can help craft digital experiences that are clear, accessible and engaging. He is also the voice you hear on our audio recordings and videos.