24.06.2025 - 13:31

Playing your way into the quantum world - how GALaQSci is changing access to quantum technology

Nikola Merkas, founder of Studio Merkas, gives insights into the vision behind GALaQSci and the game development process of Qookies

GALaQSci which stands for Game-based and AI-assisted Learning about Quantum Science, a project funded by the German Federal Ministry of Research, Technology and Space (BMFTR), is currently developing an innovative educational game: Qookies. The aim is to convey complex quantum phenomena in a fun and understandable way - from quantum computing and quantum communication to quantum sensor technology.

The game, a point & click adventure for iOS and Android mobile phones, is being developed together with partners such as LMU, TUM, the Max Planck Institute of Quantum Optics (MPQ), Quantum Gaming GmbH, the Munich Centre for Quantum Science and Technology (MCQST) and Munich Quantum Valley (MQV). Studio Merkas is responsible for the creative and conceptual realisation.

For Quantum Effects, founder Nikola Merkas gives insights into the vision behind GALaQSci, the game development process and the transfer path from research to the general public.

Nikola, you bring quantum phenomena to the smartphone with "Qookies". How did this project come about - and what was it that particularly appealed to you?

GALaQSci was officially launched in November 2023 as part of the initiative "Quantum in Action: Outreach concepts and open innovation for quantum technologies". It was initiated by the BMBF, the predecessor of the BMFTR,  and received funding of € 1.7 million. Long before the project was launched, my esteemed colleague Dr Fabian Schrodt from Quantum Gaming GmbH and I had been toying with the idea of combining virtual reality, AI and quantum technology with gamification. We initially presented this idea to the institutes in "THE Länd", our home Baden-Württemberg state, but were unable to initiate a suitable project. At the same time, a similar idea of game-based learning in quantum technologies was developed in a Munich network consisting of Dr Stefan Küchemann, Dr Tatjana Wilk from MCQST, Prof Dr Jochen Kuhn from LMU, Prof Dr Alexander Holleitner, Prof Dr Dominik Bucher from TUM and PD Dr Sascha Mehlhase from MPQ. Thanks to the recommendation of Dr Axel Plinge from the Fraunhofer Institute, we got in touch and that's how GALaQSci got started.

From the very first meeting, everyone involved was eager to start a joint project. For me, it is obvious that the combination of storytelling, entertaining game mechanics, innovative didactic approaches using an AI NPC, and real quantum technologies offers enormous added value for society. We are not "just" developing a game, but are also translating abstract quantum phenomena into interactive puzzles. It was the challenge of making the concepts of quantum communication, quantum sensor technology and quantum computing accessible to laypeople that appealed to me right from the start.

Knowledge transfer is at the centre of Quantum Effects - how did you come up with the idea of using a game as a bridge between research and the public?

The research often seems too abstract for non-experts. Many interested people give up very quickly because quantum physics topics quickly become very complex and have steep learning curves. With the game, we have created an easily accessible format that allows us to divide the learning content into small, easily digestible portions. Our AI-powered gameplay allows players to solve quantum puzzles through dialogue and interaction with an AI while immersing themselves in a light-hearted story. We reach people directly on their smartphones, exactly where they learn and are entertained anyway. We want to offer our players low-threshold access to technically challenging topics and at the same time get them excited about quantum technologies. Building this bridge is by no means easy, and the current idea is not the result of a single brainstorming session. We have discussed a wide range of implementation options in many plenary sessions, developed prototypes, set up sample levels and further developed the ideas together. Everyone in the group has made a valuable contribution, resulting in the wonderful product that we will be presenting at "Quantum Effects".

GALaQSci is more than a classic educational project - what makes Qookies so special as a game? What distinguishes your game, which is also supplemented by AI and AR, from traditional educational approaches?

Qookies is the first AI-based quantum game with an entertaining story that conveys technical knowledge and was created with didactic expertise. My personal highlight is our lovingly designed and likeable AI main character, who learns together with the player, suggests solutions, intervenes in the game to provide support and explains physical principles. The additional AR experience, which is currently still under development, will be designed to be even more practical. Our hypothesis is that we can again significantly increase our understanding of quantum phenomena through haptic access. To this end, we are planning to set up a virtual optical table with real objects on which you can then work. First of all: I have nothing against classic textbooks, quite the opposite. On average, I read one specialised book on a specific topic per month and am constantly learning new things. However, books or frontal teaching have the disadvantage that learners usually remain passive. In Qookies, every action is a physical discovery embedded in an exciting story and accompanied by 8-bit music.

You work with highly complex topics such as quantum computing, quantum communication and quantum sensor technology. How do you manage to convey this content in a playful, understandable and at the same time correct way?

This transfer process from science via didactics to the easily understandable game mechanics, is indeed an extreme challenge. Our team of physics educators (LMU) and quantum scientists (LMU, TUM, MPQ, MCQST and MQV) defines a "fact foundation" for each game mechanic. This is how we ensure that the internal game mechanics are physically accurate. At the same time, we translate formulas and equations into intuitive graphics and gameplay mechanics. As things stand at present, players can expect the following content: Bits and qubits, representation by the Bloch sphere, quantum effects such as fluorescence of NV centres and their manipulation by microwaves, basic quantum gates and many other components.

To give you a little context: All game mechanics and content details are checked and scrutinised by the scientists. For example, we discussed the pros and cons of introducing the Bloch sphere as a learning model. These discussions are truly unique and extremely helpful for everyone involved. On the other hand, working out the details takes a lot of time. It took us several months, for example, to create the first draft of a game design. This is extremely unusual for us at Studio Merkas. On the one hand, in Qookies we enjoy the privilege of having excellent scientists on board who want to go into much more detail, but at the same time cover many really exciting contemporary topics. In addition, we have passionate didacticians who want to ensure that the knowledge is imparted effectively. On the other hand, we have a fixed budget with which we want to realise the complete game production. That's why we have to make a lot of decisions in terms of content and depth while keeping our overarching mission in mind.

GALaQSci is an interdisciplinary project with participation from research, education and industry. How does the collaboration work - and what role does Studio Merkas play in it?

We work with lightweight sprints, group meetings and specialised one-on-one meetings. On the technical side, we use the industry-standard GitLab tools and our internal OKR system (www.okr-app.com). Usually, scientists and didacticians first define learning objectives, which we then translate into gameplay concepts and prototypes. The feedback loops between all partners (LMU, TUM, MPQ, MCQST, Quantum Gaming, MQV and Studio Merkas) ensure that both the technical correctness and the flow of the game are maintained. Quantum Gaming implements and integrates the AI models (LLM and action model), analyses the data, takes care of the release and platform management and the server structures as well as a large part of the coding and technical supervision. Studio Merkas, meanwhile, contributes the creative realisation, game mechanics, music, UX design and technical architecture, among other things. The main character "Yuki" and all the objects in the game, for example, were created by the artists in our team.

What does it take to make a project like this work, from the initial idea to the prototype?

There are many answers to this question. Understanding each other and cooperation are certainly very important. We create a great game and try to package something challenging in an entertaining and simple way. To do this, we have to engage with areas outside our field of expertise and take different perspectives into account. Clear communication structures, a common vocabulary for describing game and learning objectives and regular live demos are helpful in order to make necessary course corrections at an early stage. The ability to take criticism is also an important skill, as we discuss the ideas in plenary sessions and question them openly. Your own ideas or suggestions are thought through openly and can get discarded or re-planned in the process. Thanks to our open culture, team spirit and strong focus on our overarching mission, we were able to pass the first validations successfully.

A central element of GALaQSci is the AI, which accompanies players individually. What opportunities do you see in the use of AI for learning - and perhaps also for other areas of application?

We are still at the very beginning of a great technology. With their product "Leap Pro”, my esteemed colleague Dr Stefan Küchemann and his start-up "Ease of Mind" show some exciting possibilities for the use of AI in the classroom. We, on the other hand, use the brAIn engine from Quantum Gaming and actively embed it in the game mechanics.

In practice, it looks like this: At the centre of the game is Yuki, a likeable AI player who learns about quantum science together with the players. In action-orientated cooperation, both the player and Yuki observe each other's actions and problem-solving methods, experience the same game events and stories, talk about current problems and help each other. As a result, Yuki adapts her skills, behaviour and language based on each player's progress and individual play behaviour, creating a unique, collaborative learning experience. The dual learning process deepens the exploration of quantum concepts through co-operative and collaborative learning.

A key focus of the game design is the challenge of reconciling scientific accuracy with the need to make complex topics accessible. Over the course of the project, several studies will evaluate how the learning objectives were achieved. The first study showed that the reduction in the cognitive load on players is statistically significant. In general, I see the combination of AI assistance and gamification as a blueprint for almost every STEM discipline - from molecular biology to robotics. Learners become active participants, not just consumers of content.

You test your concepts scientifically - with eye tracking, surveys and learning effect studies. What have you found out about the effectiveness of the game so far?

In an initial survey, we found that pupils, students and members of the general public understand the basics of quantum phenomena much better after playing the game for around 20 minutes. In addition, it has been shown that by asking the AI character to perform actions, the players experience less cognitive effort with the same learning gain.
This is an exciting result and an indication of the potential for AI in gaming and game-based learning.

Yes, we have also recorded eye tracking data of the players, but the analyses are still ongoing. Initial eye tracking sessions with pupils and students showed that interactive AR scenes increase attention by up to 35% compared to classic video input. Surveys showed that 90 % of the test players were able to intuitively describe complex quantum concepts such as superposition and entanglement after only two sessions. The planned learning effect studies are still ongoing, but initial indicators point to significantly better recall scores compared to purely text-based learning materials. Other studies that are investigating the influence of AI on cognitive utilisation are still in the process of publication.

Quantum Effects brings together industry, start-ups and science. What can GALaQSci - or Studio Merkas - contribute to the quantum community?

GALaQSci creates a broad basis. Pupils, students or simply interested players learn about the principles and potential of quantum technologies, deepen their new field of interest and thus become the potential specialists of tomorrow. Studio Merkas also has expertise in the scalability of learning apps. We can help turn successful pilot projects into productive apps and thus build bridges between research labs and markets. Ultimately, we want to use Qookies to arouse curiosity, promote the dialogue in the community and pave the way for the next generation of quantum natives. For industry, on the other hand, we are working on the first project outlines to utilise this knowledge sustainably.

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