top of page

Game Analysis - Question Intervention.

After much research, three games were picked to be analysed to understand how asking questions between generations could affect each other.


Let's Get Closer

The game is broken into three parts: Close, Closer, and Closest in colours, green, yellow, and red respectively.

The Close section of the questions deal with 'introductory questions that build trust and make you more comfortable with each other'. Closer is described as 'personal questions that encourage you to share your feelings and strengthen your bond'. Third section, Closest, are 'deep questions that uncover your rawest emotions, wildest dreams, and biggest secrets'.

Sample of questions:


What is something that has made you happy lately?

What makes you cry?

What are you most grateful for?

What do you take for granted?

What is your definition of success?


Who is someone you trust?

Do you like who you are?

Are there any relationships in your life you would like to improve or repair?

What is your favourite memory with me?

What is your idea of a perfect life?


What emotion do you experience the most?

What is your greatest gift or talent?

How do you wish to be remembered?

Do you carry any wounds you still have not healed?

Do you believe in God or a higher power?


The tagline for this game is 'Why be logical when you can be emotional?' It's asking you to form opinions about other people.

Sample of questions:

Chill Chat Challenge

Simply taking turns asking each other questions.


Testing this product out was slightly perplexing. The idea of the questions getting intense is a method I used for my first intervention based on this game. However, the intensity of the questions doesn't seem to make much sense as I can see that some of the questions on the Close section can be put in other categories. While the simple questions could build an initial foundation of trust and understanding, some of the questions seems to jump ahead. When I used the inspiration from this in my intervention, I used the first two questions to be as simple as possible.

While testing this set of questions, I realised that not all questions can be applied to every generations. Some of the questions can be only applied to Gen Z while some can only be applied to older generations. I felt like the questions were designed different for the sake of being different rather than to provide actual results. However, I could be wrong.

This was the least useful of the three. The questions are way too much on the surface. Even though it says 'Teen Version', it feels like it was made for teens from a different era. I also realised that saying the word 'teen' applies to a wide range in years and that the emotional maturity varies drastically from 13 - 19.

Recent Posts

See All

Game Based Learning

Game-Based Learning Game-based learning is training that uses game elements to teach a specific skill or achieve a specific learning outcome. It takes your core content and objectives and makes it fun


bottom of page