Humaginarium occurs at the intersection of arts and sciences. Not just philosophically, but actually, literally.
As a work of art, Humaginarium is like a gallery or cinema. It's a place where people watch and get drawn in, explore and get inspired. They encounter things that are comforting or frightening, beautiful or nasty, coherent or bewildering. They may leave happy or sad, but if they've connected well, they leave changed and equipped to engage the real world outside. Like a phenomenal museum with ever changing exhibits, the experience of Humaginarium is different and uniquely satisfying for each visitor.
As a work of science, Humaginarium is a technological marvel. It doesn't just gaze upon biology and it certainly doesn't transform biology into convenient fiction. Humaginarium is biology. It is software that helps people make war on disease, trauma, depression - in ways that can be played out in the real world afterwards along with scientists, clinicians and counselors. If science is a process of discovering and using truths about nature, then Humaginarium is exemplary science in the hands of ordinary and extraordinary people.
I got to thinking about this after talking with Matt Omernick of Akili Interactive (Humaginarium benchmark), and buying Matt's classic book Creating the Art of the Game. By virtue of theory and mechanics, game platforms like Akili's Evo and Humaginarium are scientific by definition. Yet by virtue of agency, they are also entertaining and artistic. Like a great novel or play, they don't aim to replace reality with superhero escapism. Instead they enhance reality: specifically the most intimate reality there is, of one's own body and mind.