Spent is a game designed to simulate the harsh realities of living in poverty. The player must survive a month on limited financial resources, making tough choices about food, health, employment, and family needs. Every decision impacts whether they will make it through the month without running out of money, often forcing them to prioritize one critical need over another.
The game primarily uses simulation play to immerse players in the life of someone struggling to make ends meet. The decisions mimic real-life choices faced by low-income individuals—whether to pay rent or buy groceries, or whether to skip health insurance and risk getting sick. The game also incorporates decision-making play, where each choice leads to different consequences, directly affecting the player’s situation and their chances of making it through the month. For example, one decision I made was to hide evidence of an accident, which ultimately caused me to lose my job, leaving me without any income. The game also integrates narrative play, where the player’s decisions don’t just affect numbers but shape the character’s survival story.
Applying the MDAO framework provides a deeper understanding of how Spent functions as a serious game. The mechanics are simple yet powerful: players click through various scenarios, deciding how to spend their limited money while navigating financial hardship. These mechanics force players to confront difficult realities, such as whether to buy medicine or pay rent, highlighting the tough choices that people living in poverty must make every day.
The dynamics of the game arise from the emotional tension players feel as they try to balance their limited resources. Every decision has immediate consequences—running out of money too soon ends the game, but making it through the month often means sacrificing essential needs. This creates a personal, emotional connection between the player and the character’s situation, making each decision feel meaningful and weighty.
The aesthetics of Spent are simple yet effective. The game uses a muted color palette and minimal visuals, reflecting the serious nature of the subject matter. There are no elaborate animations or flashy graphics—just stark choices that feel all too real. The tone of the game reinforces the gravity of the decisions being made, deepening the emotional experience for players.
Finally, the outcome of Spent is not about winning or losing in a traditional sense, but about raising awareness and fostering empathy. Players walk away with a deeper understanding of the struggles faced by those living in poverty. The game puts players in the shoes of someone grappling with difficult decisions—whether to see a doctor for chest pain, treat a worsening dental issue, or skip time with family to earn an extra $50. Spent effectively educates players by emphasizing how poverty limits choices and impacts every aspect of life. It also highlights the systemic causes of poverty in the U.S., and includes a donate button at the end of the gameplay to encourage real-world action.