Kuukiyomi: Consider It More and More! is the third in a series of Japanese games where you are asked to perform actions in a variety of bizarre situations. Kuukiyomi means to “read the room,” and the goal of the game is to determine the best course of action depending on the situation. There are 100 situations in total and at the end of the game, you receive a score demonstrating how considerate you are. The game shows you what can be manipulated by highlighting it in red. You can then choose whether or not to perform an action in all of the 100 scenarios. For example, you are standing on a subway and a seat opens up–do you take it or wait to see if someone else needs it more? Your actions in each of the 100 scenarios determines your overall score at the end of the game.
Kuukiyomi: Consider It More and More also has a multiplayer mode where two people can move through the scenarios together. There are also extras where the player can go through mini games such as one where you are a considerate person trying to dodge people while they walk and use their cellphones at the same time.
Kuukiyomi: Consider it More and More! is rated T for Teen because of mild suggestive themes and some alcohol references. Learningworks stands by this recommendation.
Self Awareness: Understanding our own actions, thoughts and feelings.
In the game, each of the scenarios asks the player to choose between the action that is considerate and the action that is inconsiderate. The player has to be aware of what the considerate option is and then understand that this is the action that is called for in this situation. If the player struggles with being able to “read the room,” they may find that they receive lower scores at the end of the game, demonstrating that they took many inconsiderate actions during the gameplay. Players who struggle with self awareness can play each of the mini scenarios individually and practice with them until they feel they understand why one action was better to take over another.
Self -Control: Managing our actions, feelings and behaviors.
Many of the scenarios are strange and feature actions that might not be considerate but seem like mischievous fun. For example, you are at a concert and the lead singer asks you to cheer. You can choose to cheer or stay silent, ruining the concert. The game tests how we manage our emotions and our impulse to cause harm to other people. For players who struggle with understanding how their actions or behaviors affect others, this game is a low stakes way to introduce the concept of self-control to them.
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