I think games can be an interesting way of learning about social issues because they allow us to experience situations instead of simply reading about them. They can also help us understand perspectives that are different from our own. For this reflection, I chose two digital games and one physical game we played in class.
1. Bad News – Professional Digital Game
Bad News is a game about fake news and misinformation. Instead of identifying fake news, players take the role of someone creating and spreading it, with the objective of gaining followers and credibility.
I found the concept interesting because it allowed me to understand how misinformation is created rather than simply learning how to recognize it. I was surprised by how easily emotional language, exaggeration and conspiracy theories can influence people’s opinions.
I think some parts of the game were repetitive, and it could be improved by including more real-life examples from different countries.
What I learned is that misinformation is not always obvious. It made me realize how important it is to question what we see online before believing or sharing it.
2. Orphans and Society – Student-Created Digital Game
Click here to view Orphans and Society by Joe (2022)
This game focuses on orphans and the social challenges they face. I found the topic interesting because discussions about orphans usually focus on financial support, while their emotional and social needs are sometimes overlooked.
I felt that the topic was quite emotional because it made me think about how someone’s childhood and opportunities can be affected by their family circumstances.
I think the game could be improved by including more everyday situations involving education, friendships and social acceptance. This would make it easier for players to understand the challenges orphans experience.
What I learned is that helping people is not only about providing financial support. Emotional support, acceptance and equal opportunities are just as important.
3. The Empathy Toy Game – Physical Classroom Activity
The third game I chose was the empathy activity we played in class, where some participants were blindfolded and had to build something using wooden toys while depending on instructions from others.
I found this activity interesting because it showed how difficult a simple task can become when we cannot rely on our usual senses. I also found it challenging because communication was not always easy.
What I liked most was that we were actually experiencing the importance of empathy instead of just discussing it. However, I think the activity could be improved by allowing everyone to switch roles so that each participant experiences both giving instructions and depending on someone else’s help.
I learned that empathy is not simply feeling sorry for someone. It means making an effort to understand their situation and recognizing that people experience the world differently.
4. Comparing the Three Games
Although the games focused on different topics, they all encouraged us to think beyond our own perspectives.
Bad News focused on critical thinking and how information influences people’s opinions. Orphans and Society focused on social exclusion and the challenges faced by marginalized groups. The empathy activity focused on communication and understanding other people’s difficulties.
The biggest difference was the way we learned. Digital games allowed us to explore situations and consider different decisions, while the physical activity involved direct interaction and cooperation.
Personally, I found the physical activity more immediate because we experienced the challenges ourselves. However, digital games have the advantage of introducing us to social issues that we might never encounter in our everyday lives.
I think all three games demonstrated that our decisions and attitudes can affect other people, even when we do not realize it.
5. A Game I Would Like to Create
After reflecting on these games, I would like to create an educational game about social and economic inequality.
The game would follow different students who have similar abilities and ambitions but come from different financial backgrounds. For example, one student might have access to private education and financial support, while another has to work while studying to support their family.
Players would make decisions about education, employment and financial responsibilities, with each decision having different consequences. The game would show how people’s circumstances can limit their opportunities, even when they have the same abilities.
I would take inspiration from Bad News by including decision-making and consequences, from Orphans and Society by focusing on overlooked groups, and from the empathy activity by encouraging players to understand experiences different from their own.

Provide Feedback