I saved the world this last weekend. Twice actually.
And I have done it several times before.
(Practice makes perfect)

No I am not playing some kind of trick on you.
The truth is that I am playing a game.
A game that I highly recommend.

But maybe not for the obvious reasons.

Let me first tell you about this game, and then why you
should play more games like it and what you can learn from it.

Games as a way to build a common ground

If you then immediately picture yourself building wind turbines and solar panels, you
are not wrong… but… if that is all you see, then you are missing the point, entirely.

The climate crisis is about so much more than energy and fossil fuels, but sadly
all those layers are often ignored, neglected or not put into context. Daybreak fixes that.

Aspects like tipping points, social resilience, wetlands restoration, tree farms,
best practices in infrastructure and building codes, disinformation, geoengineering,
city planning and circular economy (just to name a few) are
all included, without making you feel overwhelmed.

I know that might sound impossible but it is true.

In Daybreak every card tells a story, and the structure and flow of the game makes you
see how the pieces fit together. How all the layers are interconnected and over the
course of a game, new questions will be asked, new perspectives gained and
a deeper understanding starts to form.

You are never asked, forced or required to do anything. You play, and
this play opens up the conversation and creates a framework for further dialogues.

You can view all the cards on the game’s website

This is not an educational game… and that’s why I like it.

The main goal of Daybreak is not to teach you about climate change.
It is for you to play a game with your friends. To have fun.

To explore, laugh and collaborate while solving a complex puzzle.
If you also end up asking new questions or gaining new perspectives, that is a side-effect.

And these side-effects are often the most important aspects, but
also the hardest to create. Consider this as an example.

No game you have ever played has explicitly specified in its rules, that you must
laugh and have a good time.

You don’t design a fun game. You create the right circumstances for the fun to evolve.

You never specify that the players have to talk about their strategies afterwards.
You create the right conditions so that when the game is over, the players ask, should we go again.

Daybreak manages to construct a space where you are not taught anything… but
you are still learning. It gives you the options and then lets you choose how
you want to play.

Therein lies the fun.

How studying games has made me a better educator

If games have the ability to create the right circumstances for you to learn
complex rules and mechanics… what exactly is it that enables that?

After having played plenty of games I have found
3 things that I have incorporated in my teaching over the years.

The first one is to set the right initial expectations. What is this all about?
If you sit down to play a cooperative game you will not mentally prepare in the
same way as if you were to play an elimination battle or a tournament.
By putting everyone in the right mood before I start, a lot is already won.

The second thing is to remove every distraction. Daybreak is a masterpiece on game
design, structure and visual communication and a big part of that is that everything that
doesn’t have to be there is removed.

The same is true when you teach. Meaningless details, complex language, ambiguous
acronyms, remove them all and leave only what is relevant.

The third thing I have learned is to test things in advance. This is obvious to
anyone giving lectures or presentations but it is important to reiterate.

Never expect to get it right the first time. Try things out and if it doesn’t work, modify it.

Games are so much more than throwing a die.

Games can sometimes be seen as only a toy.
Something playful and colourful, but at its core… something childish.

I think that is missing the point entirely.

Games create a space where you can play, explore and grow.
Regardless of whether that is a game about logistic and
resource management or if you are playing cards about magic spells.

Studying the conditions to why and how games create these environments, can
help you in your communication. The created side-effects enable a deeper
connection that words on their own have a hard time doing.

So pick a card, throw a die, move pieces, laugh and eventually “save the world.” 😉

If you are located around Malmö in the South of Sweden and
want to try out Daybreak before you buy it yourself, send me a DM on LinkedIn

Until next time!
Daniel - The Talking Bridge

Ps. Music Motivation:

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