2025, in a Moment
The strange moments are the best
Do you know that feeling when the new year starts intensely, January feels long, and then you blink once and suddenly it is already the end of the year?

And during that blink of an eye, time only seems to pause for a moment when something strange, or perhaps impactful, happens to us. Or, if we are lucky, when we experience an occasion that touches our soul not only professionally, but also on a human level.
In 2025, we were full of moments like these.
Because this year as well, we brought the joy of connecting through play to 25 primary and secondary schools.
Once again, we helped 100 automotive students discover the potential hidden in their strengths.
We helped another 105 adults understand why nurturing and developing our talents is important in our everyday lives and in our work.
We developed soft skills while creating compounds like alchemists, or building the imaginative city of Talkion, or cooperating on a deserted island in the hope of survival.
We created not only new games, but new worlds as well, whether it was a mind-blowing whacky race, a clash of generations, or cute little mental monsters.
We traveled the world, giving talks at conferences, exhibiting, or bringing games, from Budapest through Berlin to Paris.
We connected international teams through the love of play, whether in virtual spaces or through live, in-person connection.
We worked together with ministry employees, kebab makers, bankers, IT professionals, retail assistants, and bakers.
But this year, time truly froze for a few hours when we took part together with the employees of Richter Gedeon (the biggest pharma firm in Hungary) in the company's Mental Health Day. It was an occasion that invited colleagues to pause, turn their attention inward and toward one another and engage with programs that placed individual and collective balance at the center.
This was when we received the honorable request to think about how we could activate employees through experience, and gently draw attention to what both the workplace and we ourselves can do for our mental health. This was the frozen-in-time realization that crowned our collectively challenging year of 2025.
Because what else could we have done but bring games to the Richter colleagues, games they could play freely at any time during the day, in any way, and with anyone.
Allow us a small personal detour here, dear reader. At [eureka], we believe that play is not an activity pursued for its own sake, existing solely for entertainment. For us, play is the engine of connection, placing us into a shared reality through stories and activities experienced together. And when we connect, we also find balance. Whether at home, among friends, or in the workplace.
“The opposite of play is not work. The opposite of play is depression.”
This is the core thesis and most important quote of gamification, from Brian Sutton-Smith. And we waited 11 years for the opportunity to be able to take this sentence literally. This opportunity was opened to us this year by the Richter HR team.
Among Richter’s year-long employee initiatives, one of the most impactful in 2025 was the Balance Program.
“The aim of the program is to empower us to take care of our own physical and mental well-being, while working together to make Richter a truly outstanding place to work.”
The program brings together a wide range of formats, designed to support employees' physical and mental well-being throughout the year. It includes extensive educational and inspirational initiatives, experience-based elements built on both individual and shared engagement, as well as opportunities for personal reflection and individual support. Within this annual roadmap, one of the most prominent milestones is the October Mental Health Day.
On this occasion, a diverse mix of lectures, workshops and interactive programs awaited colleagues both in Budapest and across regional locations and this is where we joined in as well, contributing our perspective playfully and sensitively.
The concept was simple. We designed three activities that allowed participants to casually immerse themselves in the message of the day, whether they chose to explore the programs alone or collectively. The climax was facing the Mental Monsters.
At the Richter Mental Health Day, the burdens that invisibly accompany us took physical form. Stress, Loneliness, Burnout, and Anxiety appeared as kind little monsters in the atrium of the central office building. And once they had made their way among us, they could be defeated as well. Not aggressively, not loudly, but seasoned with dice, play, and laughter.

Players faced the monsters, which had been installed as life-sized cardboard figures, using dice. Their goal was to roll combinations with four giant foam dice that would reach the target numbers displayed above the monsters’ heads. No one could be eliminated, and no one could lose. They could roll as many times as they wanted. Those with luck defeated the Mental Monsters in two minutes, those with less luck rolled a few more times, but success was always guaranteed.
Of course, we did not make light of it. We did not convey the message that defeating these symbolic little monsters would banish real problems. Rather, we wanted to point out that the child living inside us longs for the same thing as the adult: to connect in a safe space.
At the end of the games, everyone walked away not only with gifts, but with deep insights as well:
“This is my sixth attempt, and I still cannot roll Anxiety.”
“Do not worry, it is just a matter of patience and perseverance to defeat it.”
“That must be true. How interesting that in everyday life, anxiety is what I have to face the most as well.”
These kinds of self-reflections are what elevate play out of the drawer of empty entertainment.
From there, it was only a step for participants to take part in the other programs, lectures, and workshops with openness. In this, we achieved our goal. We did not want to solve the problems, nor to brush them aside or trivialize them. We wanted to recognize that everything is easier together, because we can rely on one another.
Happy holidays, and many memorable moments, wishes the [eureka] team!
P.S. Special thanks to Frigyes Schőberl Frici, who not only conceived this wonderful, multi-layered game, but also gave it body and form. I would also like to thank Gergő Bárány and the [eureka] team for giving soul to the embodied game as well, a soul that filled every colleague participating in the Mental Health Day with connection, empathy, and attentiveness toward one another. At the end of the year, we could wish for nothing more than this.



![[eureka] partner on the LABA SkillFusion event](https://framerusercontent.com/images/y5CRpsWVlEUp0twgspynIO2lJM.jpg?width=1920&height=1280)