CPS Simulator Game
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Jaemi has done it again. Yes you heard it right - A Game where the player acts as Child Protection Services— designed to be grounded, ethical, and not cop-aganda.
Disclaimer
It avoids turning CPS into heroes or villains, and mirrors recurring themes: assumptions, toxic situations, power imbalance, and actions over words.
Project Type
Educational Simulation Game
Platform
Web-based, narrative-driven, choice-based game
Game Concept
Build a decision-based simulation game where the player takes on the role of a Child Protection Services caseworker. The goal is not to “win,” but to learn how complex, high-stakes decisions impact children, families, and communities over time.
Core Objective:
Teach players how assumptions, power imbalance, limited information, and system constraints affect child safety outcomes. Emphasize that *actions, not intentions or reports, create real-world impact*.
Gameplay Mechanics
Turn-based case management system
Each case unfolds over multiple stages
(intake, assessment, visitation, services, review)
Player choices influence trust, safety, emotional regulation, and long-term stability No “good vs bad” answers—only tradeoffs
Information Limits
Players never have full information; rumors and reports may be incomplete or wrong
Assumptions Meter
Acting on assumptions increases risk of a toxic situation
Power Imbalance Indicator
Highlights when decisions remove agency from families or children
Evidence vs Words Tracker
Prioritizes observable behavior and outcomes over statements
Tone & Ethics
Trauma-informed
Non-punitive
Avoids stereotypes
Focuses on harm prevention, not punishment
Scenarios
Missed appointments vs legitimate barriers
Conflicting reports from professionals
Child behavior changes w/o clear explanations
System failures
(staff shortages, delays, policy conflicts)
Win / Lose Conditions:
No traditional win state
End-of-game reflection
Cumulative impact of decisions
Outcomes include
Trust built
Harm prevented
Harm escalated
Family destabilization
Audience
Training simulations
Policy education
High school / college civic learning
Public awareness
Accessibility Needs
Plain language mode
Color-coded emotional and risk indicators
Deliverables
Interactive prototype
Branching dialogue system
Dashboard showing consequences over time
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