Kuukiyomi: Consider It! is a Japanese game where you are asked to perform actions in a variety of bizarre situations. Kuukiyomi means to “read the room,” and 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 sitting on a subway and a large group of people gets on. Do you move over or keep your seat? Your actions in each of the 100 scenarios determines your overall score at the end of the game.
Once the initial game is completed, you can enter the “Irreverently” mode, where you are given the same scenarios but told that you can behave however you would like. This is a way for the player to act in a different way, even if it is not the most considerate one.
Kuukiyomi is rated T for Teen because of mild suggestive themes and some alcohol references but Learningworks for Kids believes that 11 is an appropriate age to play this game. It is available now on multiple systems and its cost varies from platform to platform.
In the game Kuukiyomi, 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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