
E-VITA - European Life Experiences – is a project focussed on game-based and intergenerational learning. Within the project, individual experiences, biographies, customs, knowledge and cross-border experiences in various European countries will be documented and shared in motivating and engaging web-based Serious Games.

The mEducator Best Practice Network (BPN) aims to implement and critically evaluate existing standards and reference models in the field of e-learning in order to enable specialized state-of-the-art medical educational content to be discovered, retrieved, shared and re-used across European higher academic institutions.

The objective of the MODES project is to integrate a common European programme on soft skills in the academic curricula and in the post-diploma supplement. As result, a new curriculum will enrich the students' profile with new employment-oriented competencies (such as "Leadership, "Entrepreneur spirit", "ability to generate new ideas (creativity)".)

Parent Know How is a £60 million programme from the Department for Children, Schools and Families, which seeks to transform the quality, choice, provision and awareness of parental information and support services, where needed, in order to help improve outcomes for children and young people.

The Living Stories project is the first alternate reality game in the UK addressing environmental issues. Living Stories combines social networking sites such as facebook and twitter with Second life.

The Roma Nova project is a serious game taking place in a replica of the antique city of Rome, aiming to teach history to young audiences by means of an original engaging experience where the player is immersed in a crowd of virtual Romans.

The aim of this project is to evaluate the effect of the Massive Multiplayer Online Game (MMOG) Code of Everand (CoE) on children's road-crossing behaviour and attitudes to traffic safety.

With teenage pregnancy rates amongst the highest in Europe, sexual health is a critical issue both in the West Midlands and the UK as a whole. In collaboration with Coventry University Health and Life Sciences and leading serious game developers PlayGen, the Serious Games Institute has contributed to the development of a serious game allowing parents to tackle many of the difficult questions their child may pose in a safe, simulated environment.

According to NHS statistics, in 2008 a third of children within the UK were classified as either overweight or obese. The Serious Games Institute has been working with the University of Warwick and NHS West Midlands to tackle this issue through the creation of a serious game using active interaction devices, encouraging children to replace sedentary screentime with active, whilst teaching them the importance of a healthy diet.

The SGI will be conducting background research into the current and future state of the art of using virtual environments....
Virtual worlds and serious games present the opportunity to explore many new methods for training and learning. In SimAULA, the SGI is working with a European consortium, funded by the Lifelong Learning Programme, to develop a sophisticated, feature-rich virtual classroom, enabling teachers to learn best-practices in a safe, structured environment.
The network is funded for four years through the European Union (5.65 million euros). The GaLA network stems from the acknowledgment of the potentiality of Serious Games (SGs) for supporting education and training.