Unit 3 Reflection

I chose “Dumb Ways to Die” and “Datak—A Serious Game About Personal Data” to compare. “Dumb Ways to Die,” despite its name, is a lighthearted game in which you are met with many situations where people are in danger, and you help them. “Datak—A Serious Game About Personal Data,” on the other hand, is a game in which you live a normal life and handle everyday tasks related to data privacy. In this post, I will cover and compare the following elements of each game: what is the goal behind the game, how do they accomplish this goal, and what features do they provide to promote inclusion? Before reading the rest of my post, I highly recommend you check these games out for yourself! I have linked both games below!

What is the Goal Behind the Game?

I have chosen this element because it is the main requirement for a game to be approved by the Games for Change movement. The games must “drive real-world impact.” Both meet this requirement even with differing goals.

“Dumb Ways to Die” was created as part of a public safety campaign by Metro Trains in Melbourne. The game’s primary goal is to promote safety awareness, particularly around trains and public transportation. It seeks to reduce accidents by teaching people, especially younger audiences, to avoid dangerous behaviors through memorable and engaging gameplay. The game reinforces the importance of making smart, safe, real-life choices using humor and exaggerated consequences. The ultimate aim is to drive behavioral change and prevent avoidable accidents by raising awareness in a playful context.

“Datak—A Serious Game About Personal Data,” on the other hand, aims to educate players about the importance of data privacy in a digital world. The game focuses on raising awareness about how everyday online activities, such as social media use, shopping, and even reading the news, contribute to data collection and surveillance. Its goal is to help players better understand the potential risks of sharing personal information and empower them to make informed decisions about their privacy. By simulating real-world scenarios, the game encourages players to think critically about the value of their data and how it is used or exploited.

How do They Accomplish this Goal?

“Dumb Ways to Die” takes a playful approach to promoting safety. The game uses humor and absurdity to present life-threatening situations in a memorable way. Through mini-games requiring quick decisions, players are exposed to various safety messages, whether avoiding a train accident or preventing electrocution. The fast-paced, light-hearted format keeps players engaged, subtly reinforcing important lessons on safety while they have fun. The game’s effectiveness lies in communicating serious information without overwhelming the player with fear or technical details.

“Datak,” by contrast, uses a more grounded, educational approach. The game simulates everyday life, where players manage tasks involving personal data. Each decision affects how much data is shared, and players face consequences based on their privacy choices. The game is designed to raise awareness of digital privacy issues, showing the often invisible impacts of data collection. After most tasks, the player is presented with an option to learn more about the certain decisions they are making, thus allowing them to understand the consequences of those decisions better. This combination of traditional learning and learning through experience enables the information to stick.

How do the Games Promote Inclusion?

I wanted to compare the inclusion elements of the games because the issue is very relevant to the course material. These games tackle this issue but through different means.

In “Dumb Ways to Die,” the inclusion comes from its universal appeal. The humor is light and accessible, with no cultural or linguistic barriers that might alienate any group. The game’s characters are designed to be quirky and abstract, which removes any direct representation of race, gender, or background, making it easier for anyone to relate to the experience. Additionally, the simple mechanics make it accessible to players of all ages and skill levels, promoting inclusivity through ease of use.

“Datak,” on the other hand, promotes inclusion by tackling an issue that affects everyone—data privacy. Its educational content applies to people from all walks of life, regardless of their background. The game makes an effort to present scenarios relevant to different demographics, showcasing how data privacy affects people of various ages, occupations, and lifestyles. Furthermore, it encourages users to think critically about the role of technology in their lives, empowering them to make informed decisions in their personal and professional environments.

By comparing these two games, we can see how they use different approaches. Still, both aim to raise awareness and create real-world impact in their unique ways while ensuring that inclusion is prioritized.

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