Reflecting on Digital Narrative Games

Spent http://playspent.org/ 

After playing this game, I feel heavy-hearted and emotionally down. Playing “Spent” was stressful and eye-opening. I had to make hard decisions, like choosing between buying food or paying for healthcare, and it made me realize how difficult it is to live with limited money. Every choice felt like it made things worse, which gave me a sense of helplessness.

One of the hardest parts was seeing how small decisions, like skipping a bill, caused bigger problems later. It showed me how difficult it is for people in real life to get out of poverty once they start struggling.

The game also changed how I think about poverty. I used to think it was mostly about bad budgeting or a lack of willingness to put in effort, but now I see how many tough choices and setbacks people have to face every day. Now, I am more understanding of their situation. 

What I Liked:

Spent put me in the shoes of someone struggling with poverty. I liked how every decision had consequences, which made it feel real and immediate. It forced me to balance priorities in ways that highlight the difficulty of living on a very small budget. 

What I Disliked:

The game doesn’t offer long-term outcomes. I feel like the experience could be richer if there were more in-depth scenarios of how certain decisions play out over time.

What I Learned:

The reality of choosing between food, shelter, and medical bills is eye-opening. It made me more conscious of the small, everyday sacrifices people have to make when living in poverty.

Improvements:

Including different scenarios, such as sudden health crises or more job opportunities, might add more layers to the experience. Also, including more positive scenarios would make it more realistic and less stressful. 

 

BBC Syrian Refugees: http://www.bbc.com/news/world-middle-east-32057601 

This game left me with a heavy heart. Being in a refugee’s shoes, trying to find safety, felt overwhelming and sad. I kept thinking about how unfair life can be for some people. Each decision I made carried a weight that made me pause. I imagined myself in those situations—leaving behind my home, not knowing if I’ll ever be safe again or if I’ll lose everything. I felt overwhelmed with sadness and frustration, thinking about how unfair life can be for people forced to leave everything familiar. It made me realize just how little control refugees have over their future, living in constant uncertainty.

 What I Learned:

It made me realize how unpredictable and scary it is to flee from war with no clear direction or safe options.

 Improvement: 

I would love to see more stories from different refugee perspectives, like families or children, to show more of the experience.

 

Skills Practice: A Home Visit

I felt really nervous because every decision felt important. It reminded me of how health workers must think about so many things at once. It made me respect their work even more.

 What I Learned: 

I learned how complicated it can be to make decisions in healthcare, trying to balance what’s best for the patient and their family.

Improvement: 

It would be helpful if the game gave more feedback on the choices made to understand what could be done better.

 

Bury Me, My Love http://burymemylove.arte.tv/ 

Playing “Bury Me, My Love” felt so personal and heartbreaking. The constant back-and-forth messaging with Nour as she tried to escape Syria made me feel like I was part of her journey, worrying about her safety with every decision. It was an emotional rollercoaster. I was constantly on edge, hoping that she would make it through, and every time she sent a message, my heart skipped a beat. The sense of helplessness—knowing that no matter how much I cared, I couldn’t protect her from the dangers ahead—was overwhelming. It reminded me of the pain and fear of being far away from someone you love, knowing they’re in danger. 

The reason why I got so emotional about this game is that I am extremely attached to the people I love; if I got distant from them—whether because of a social event, the death of any of them, or for any reason—I think my life would stop for some time. I wouldn’t want to eat, sleep, talk, or do anything. 

 What I Learned:

It taught me how difficult and heartbreaking it is to be separated from someone you love, especially when they’re in danger.

Improvement:

The story moved slowly at times. A faster pace might keep players more involved.

 

Sleep-Deprived Mom Game: http://bit.ly/SleepMom 

I felt frustrated and drained, just like the mom in the game. It gave me a deep sense of empathy, especially thinking about how challenging it is for mothers to function when they’re exhausted.

What I Liked: 

I liked the feedback after some questions and after the test. I now feel a little bit more knowledgeable about actually being a mom. 

 What I Learned: 

It showed me how much being sleep-deprived can affect your ability to make good decisions, even with small tasks.

 Improvement: 

Adding more interactive choices could make the game feel more engaging and real.

 

Gender Equality (Mohamed and Fatma, 2017) 

https://docs.google.com/presentation/d/126ZOr6ev-g29F8ND9UBnuKTTmO0bGts7NVm9qlz4VGY/edit?usp=sharing 

This game made me think deeply, and at times, I felt uncomfortable, like I was being confronted with truths I didn’t always want to see. It forced me to reflect on how gender shapes so much of our lives.

 What I Learned:

I learned how gender roles can affect daily life in ways I didn’t always notice. It was eye-opening, especially in small, everyday situations.

 Improvement:

Using real stories or examples could make the game more relatable and emotional.

 

Privilege Walk (The extra game/activity)

The Privilege Walk left me feeling reflective but also somewhat uncomfortable. Seeing the visual gap between people who had more privilege and those who had less made me more aware of how certain advantages have quietly shaped my life. The discomfort came from realizing how easy it can be to overlook these privileges in everyday situations and how invisible they can be until someone else’s experience contrasts with yours.

What I Learned:

I learned how privilege is often something that goes unnoticed until it’s pointed out. I now feel more thankful because although I might be facing some challenges as a Christian female living in Egypt, there will always be someone who has far more challenges and disadvantages than me. The activity showed me that privilege isn’t just about wealth or education but about a wide range of experiences.

 What I liked:

It was fun and very beneficial. It made me reflect on multiple things, and I felt blessed and grateful to be who I am and to live in the environment I live in. 

Suggestion for Improvement:

Include a wider variety of statements that reflect complex intersections of privilege so that the experience can dive deeper into the advantages and disadvantages.

 

Comparing between the Sources 

When I look at these seven games, I see how they all pulled me into different worlds, but the feelings they create are a little different. “Spent” and “BBC Syrian Refugees” made me feel like I’m constantly seeking survival—whether it’s about money or safety. These games left me feeling more worried about the bigger picture, like how the world is unfair. 

“Bury Me, My Love” and “Sleep-Deprived Mom Game” were more personal and emotional. I felt deeply connected to the characters, like if I were living their struggles with them. Their stories stayed with me even after I stopped playing. 

“Skills Practice: A Home Visit” was more practical, but it still left me feeling a lot of responsibility. It made me think about how important it is to make careful decisions when it comes to people’s health. Meanwhile, “Gender Equality” was more about challenging my thoughts. It was a quieter kind of reflection, but it stayed in my mind, making me think about how much of life is shaped by gender.

“Privilege Walk” was a unique experience for me because it forced us to visually and physically acknowledge disparities in privilege, making those often-invisible advantages tangible. 

In all of them, the power came from the way they made me feel—whether it was empathy, stress, or reflection. But the ones that focused on personal stories, like “Bury Me, My Love”, definitely hit harder emotionally (as I mentioned before).

Link to image: https://www.uib.no/cdn/167232/computer-games-and-interactive-digital-narrative