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Why was a bright purple tent set up in the marketplace? Inside, the traveling exhibition “Health XP” showcased how modern medicine and research operate – in a playful and interactive manner. The exhibition catered to individuals aged 14 and above, and no prior knowledge was required. There were four stations within the tent, each featuring a game.

Four Stations and a Ministry

The stations covered topics such as cancer research, gender-sensitive issues, DNA components, and health in everyday life. This exhibit is part of the Science Year 2026, aimed at educating the public about how researchers are shaping the medicine of tomorrow. The campaign was initiated by the Federal Ministry for Research, Technology and Space along with the organization Science in Dialogue.

Visitors had to scan a QR code to participate in the games. Although exhibition guides welcomed everyone at the entrance, the technology intimidated some. One visitor mentioned, “I can’t understand this because I’m not good with computers,” and ultimately left the tent, even though she was interested in her and her husband’s health.

Another visitor, Thomas Meier, was also uninterested in the games. “I expected something completely different, more lectures or something similar.” He preferred reading the information boards next to the interactive elements. However, younger visitors adapted easily to the QR codes, as noted by guide Goran Bartha: “Just when you were occupied, the younger ones had already successfully completed the first station.”

What Children Learn About Health Through Play

While the exhibition was officially aimed at youths aged 14 and above, a guide noted that the playful approach helped younger visitors engage with health topics. “There are even children who might not be able to read yet, and the only way to convey this to them is through play.” The Jump-and-Run game was particularly popular, educating players about healthy and unhealthy habits.

In the game, pink symbols represented unhealthy choices like vaping, lack of exercise, and excessive screen time, while blue symbols reflected good hygiene and balanced nutrition. Players maneuvered using arrow keys to either dodge or collect these symbols, thus influencing their score. The game demonstrated how habits impact health.

By the second day of the four-day exhibition, the guides recorded over 190 visitors from various age groups. They expressed their opinions by placing stickers on a feedback wall. “Many found it great because very complex topics were made accessible,” stated Bartha.

The “Health XP” exhibition encapsulates a creative approach to disseminating vital health information. By using technology and interactivity, it bridges the gap between complex medical concepts and everyday understanding. It fosters a culture of curiosity among attendees, particularly the younger generation, making health education not just informative but also enjoyable.

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