Customer: Treskablinoll
Dimhs services: concept development, game design, graphics, UX/UI, frontend, backend
Artemis
Artemis is a digital learning game created within Treskablinoll's inheritance fund project Grundskolebrevet. The project aims to strengthen primary school’s work on integrity and thereby stop and prevent sexual abuse of children.
When children receive early knowledge about bodily rights and integrity, they are better equipped to understand when something is crossing boundaries. Therefore, during the game, children are presented with fictional situations that strengthen 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, gamification, and develop a design based on how the 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 through Treskablinoll. For more information about the project, visit artemisspelet.se.
Artemis was developed by Dimh and Treskablinoll with financial support from the Allmänna arvsfonden.
Dimh wins gold at the Swedish Design Award for Artemis
On October 17, 2024, Dimh was awarded gold in the Game Design category for its work on the game Artemis.
Jury’s motivation
"A beautifully designed mystery game for children that complements theoretical education on the difficult topics of boundaries and sexuality. With a dopamine-friendly format, it ensures effective learning and increased protection against abuse."
Process and development
Workshop
Artemis has been developed in close collaboration with children from the target group. The children have participated in two workshop sessions where they helped create the environment in which the game takes place, as well as designing the game cards used in the game.
In the workshop focused on developing the environment, Dimh began by presenting a sample concept containing descriptions of environments, characters, and styles. The environment presented to the children was intentionally minimalist to inspire them, as we wanted the children's imagination and their own descriptions to help shape how the game would ultimately look.
During the workshop, the children were given a number of starting points to describe environments they perceive as unsafe, and then visualize these places by painting them.
In another workshop session, the children participated in designing the appearance of the information cards that are collected throughout the game. Several of the drawings can be seen in the game environment if you look closely while playing.
Pictures from one of the workshops with the children at Vittraskolan.
Characters
Artemis
Artemis protects all children in the world with the help of its three mighty powers.
Abeona: The green mask symbolized by a lion, representing the power of courage. A mask that gives all children the strength to find the courage to speak up about what is wrong.
Ostara: The yellow mask symbolized by an owl, representing the power of wisdom. A mask that gives all children the strength to understand and respect each other.
Idunn: The red mask symbolized by a deer, representing the power of justice. A mask that gives all children the strength to distinguish between right and wrong.
Symbolically, Artemis represents what the game aims to achieve: courage, wisdom, and justice. Powers that, at the start of the game, are lost, but which the player gradually regains through the information they gather about bodily and personal integrity.
Vidras
Vidras is a creature of darkness who hates children. In the game, he is a character with two sides. On one hand, he is a highly reliable and loyal servant to Artemis, but on the other, he has a dark side and intentions to deceive and cast darkness over Artemis' world.
Symbolically, Vidras represents what is wrong, what should not happen, and serves as the game's way of conveying a message without pointing to a specific type of person. Grooming is a difficult concept that the game explains through Vidras and the player’s interaction with this character.
Map
How to play
The Artemis game is available to schools that have joined Grundskolebrevet through Treskablinoll. It is played during class at school and is structured in 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, the player collects information again, which is meant to prepare them for the scenario descriptions that will serve as the basis for the classroom discussion. The scenario descriptions are based on material created by Treskablinoll, and teachers have support materials to aid in the discussions.
The information the students collect consists of cards, each with different characteristics.
Soft values
These cards describe something that is assumed to be universally understood. Something that can be interpreted.
Informative
These cards describe, purely informatively, what you want someone to understand.
The Law
These cards are tied to what is right and wrong according to the law.
Action / Reaction
These cards describe actions. What should you do, who should you talk to, how do you respond when something difficult arises.
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