
Customer:
Treskablinoll
Dimh's services:
concept development, game design,graphics,
UX/UI, frontend, backend, serious games
Artemis is a digital learning game created as part of Treskablinoll's Grundskolebrevet heritage fund project. The project aims to strengthen integrity work in primary schools and thereby stop and prevent sexual abuse of children.
If children learn about bodily rights and integrity at an early age, they are better equipped to understand when something is inappropriate. During the game, children are therefore presented with fictional situations that reinforce their knowledge of bodily integrity, consent, and sexual abuse.
Artemis is a game for children and has therefore been created in close collaboration with children from a couple of schools in Sweden. Through co-creation with the children, we have been able to incorporate knowledge and gamification and develop a design based on how children want a game about bodily integrity, consent, and sexual abuse to look and feel.
The Artemis game is available to schools that have joined Grundskolebrevet via Treskablinoll. Find out more about the project at artemisspelet.se
Artemis was developed by Dimh and Treskablinoll
with financial support from Allmänna arvsfonden.

On October 17, 2024, Dimh was awarded gold
in the game design category for their work on the game Artemis.
The jury's motivation
"A beautiful mystery game for children that complements theoretical teaching on the difficult subject of boundaries and sexuality. With a dopamine-friendly format, good learning and increased protection against abuse are ensured."
Artemis was developed in close collaboration with children from the target group. During two workshops, the children helped create the environment in which the game takes place and designed the playing cards used in the game.
In the workshop focusing on the creation of the environment, Dimh began by presenting a sample concept containing descriptions of environments, characters, and styles. The environment presented to the children was intentionally minimalistic in order to inspire them, as we wanted the children's imagination and their own descriptions to help shape what the game would ultimately look like.
During the workshop, the children were given a number of starting points for describing environments that they perceive as unsafe, and then visualizing these places by painting them.
During another workshop session, the children were invited to help design the appearance of the information cards that are collected during the game. Several of the drawings can be seen in the game environment if you look closely while playing the game.

Pictures created by children at Vittra School during a workshop.

Early rendering of the artemis cards, with the children's artwork as background


Artemis protects all children in the world with the help of her three powerful powers.
Abeona: The green mask symbolized by a lion and representing the power of courage. A mask that gives all children the strength to find the courage to speak up about things that are wrong.
Ostara: The yellow mask symbolized by an owl and representing the power of wisdom. A mask that gives all children the power to understand and respect each other.
Idunn: The red mask symbolized by a deer and representing the power of justice. A mask that gives all children the power to distinguish between right and wrong.
Symbolically, Artemis represents what the game strives to achieve: courage, wisdom, and justice. These powers are lost at the beginning of the game, but the player gains more and more of them with the help of the information they gather about physical and personal integrity.
Vidras is a creature of darkness who hates children. In the game, he is a character with two sides. On the one hand, he is a highly reliable and loyal servant to Artemis, but on the other, he has a dark side and intends to deceive and cast a shadow over Artemis' world.
Symbolically, Vidras represents what is wrong, what must not happen, and the game's way of conveying a message without singling out a specific type of person. Grooming is a difficult concept that the game explains through Vidras and the player's interaction with that character.



The Artemis game is available to schools that have joined Grundskolebrevet via Treskablinoll. It is played during school hours and is divided into two segments. In the first segment, students explore the world of Artemis and gather information, which they then use in the second segment during group discussions held in the classroom.
In each new environment, players must gather information that will prepare them for the situation description that forms the basis for classroom discussion. The situation descriptions are based on material developed by Treskablinoll, and teachers are provided with support materials to assist them in the discussions.
The information collected by the students consists of cards and varies in nature.
Soft values
These cards describe something that is taken for granted that everyone knows.
Something that can be interpreted.
Informative
These cards describe purely informatively what you want someone to understand.
These cards are tied to what is right and wrong according to the law.
Action/Reaction
These cards describe action. What should
you do, who should you talk to, how
do you act when something difficult comes up?

