SciTransfer
Organization

HOCHSCHULE DER MEDIEN

Stuttgart Media University contributing serious games, inclusive digital design, and wearable wellbeing technology to European research consortia.

University of Applied SciencesdigitalDENo active H2020 projectsThin data (2/5)
H2020 projects
2
As coordinator
0
Total EC funding
€485K
Unique partners
13
What they do

Their core work

Hochschule der Medien (HdM) is Stuttgart Media University, a German university of applied sciences whose core identity sits at the intersection of media technology, information design, and digital communication. In H2020, they contributed applied research expertise in two distinct directions: educational game-making tools aimed at non-programmers and underrepresented learners, and wearable sensor systems for monitoring physical and emotional wellbeing. Their applied-science profile means they translate research outputs into practical, user-facing applications rather than purely theoretical frameworks. They are a credible bridge between media design thinking and real-world digital technology deployment.

Core expertise

What they specialise in

Serious games and game-based learningprimary
1 project

In 'No One Left Behind' (2015–2017), HdM worked directly on Pocket Code and the transference of gaming technology to non-leisure applications such as education and training.

Inclusive digital design and accessibilityprimary
1 project

'No One Left Behind' explicitly targeted inclusive design and e-gaming for groups typically left out of digital participation, pointing to HdM's user-centred design capability.

Technology transfer through digital toolssecondary
1 project

The 'No One Left Behind' project keywords 'stimulate technology transfer' and 'non-leisure applications' indicate HdM's role in adapting gaming technology for professional and educational contexts.

Wearable technology for health and wellbeingemerging
1 project

BEWELL (2019–2022) involved wearable sensors and actuators for monitoring physical and emotional wellbeing, marking HdM's entry into digital health applications.

Evolution & trajectory

How they've shifted over time

Early focus
Serious games, inclusive game-making
Recent focus
Wearable health and wellbeing tech

In their first H2020 project (2015–2017), HdM's work was squarely focused on game technology: how to make game creation accessible to non-programmers, how to transfer gaming mechanics to educational and professional settings, and how to design inclusively for underserved digital users. By their second project (2019–2022), the keyword trail disappears but the project title tells a clear story — they moved into wearable sensors and emotional wellbeing monitoring, a field with no apparent overlap with game-making. This suggests HdM is expanding its digital portfolio beyond media and games into health-adjacent technology, possibly following faculty research interests or partner-driven opportunities rather than a single coherent institutional strategy.

HdM appears to be broadening from game-based media applications toward digital health and wearable technology, making them a potential partner for projects combining user experience design with sensor-driven personal health systems.

Collaboration profile

How they like to work

Role: specialist_contributorReach: European7 countries collaborated

HdM has never coordinated an H2020 project — in both cases they joined as a participant, indicating a preference or institutional habit of contributing specialist expertise within consortia led by others. With 13 unique partners across just 2 projects, their consortia are moderately sized (roughly 6–7 partners per project), suggesting structured partnerships rather than large open networks. This profile fits an organization that enters collaborations to contribute a defined capability — media design, game technology, or UX — rather than to drive the overall research agenda.

HdM has collaborated with 13 unique partners across 7 countries, giving them a genuinely pan-European footprint for an organization with only two projects. Their network appears broad relative to their project volume, which may reflect diverse consortium compositions rather than a recurring cluster of preferred partners.

Why partner with them

What sets them apart

HdM is one of very few German universities of applied sciences dedicated specifically to media — covering media technology, information design, publishing, and digital communication — which gives them a rare combination of technical and design-facing expertise within a single institution. Where a technical university might bring engineering depth and a design school might bring user research, HdM brings both in a professionally oriented package. For consortium builders, this means they can contribute to both the technical implementation and the communication, dissemination, or user-facing layer of a project, reducing the number of partners needed for those roles.

Notable projects

Highlights from their portfolio

  • No One Left Behind
    This project tackled digital inclusion through game-making tools, specifically Pocket Code, aiming to bring programming and game creation to groups typically excluded from the digital economy — an ambitious mix of education, inclusion, and technology transfer.
  • BEWELL
    BEWELL represents HdM's pivot toward digital health, combining wearable sensor hardware with emotional wellbeing monitoring — a significant thematic departure from their game-technology roots and their largest single EC grant at €251,250.
Cross-sector capabilities
health and wellbeing (wearable monitoring systems)education and training (game-based and digital learning tools)society and inclusion (accessible design for underrepresented groups)
Analysis note: Only 2 projects in the dataset, one of which has no keywords. The profile is coherent but thin — the expertise map relies heavily on a single keyword-rich project. The apparent pivot to wearable health technology in BEWELL cannot be confirmed as a strategic shift without more projects or institutional data. Treat expertise areas and trend signals as indicative, not definitive.