Using Gamification and Games to Solve Complex Public-Sector Communication Challenges
- Leo Chen

- 7 days ago
- 3 min read

Policy makers and government bodies face a constant, difficult challenge: How do you talk to a younger audience about serious, sensitive social issues without sounding like a lecture?
Traditional methods, brochures, TV ads, and talks, often result in passive consumption. The audience hears the message, but do they feel it?
Recently, the Ministry of Social and Family Development (MSF) approached SwagSoft with a heavy topic: identifying and handling toxic relationships.
They didn't want just another campaign; they wanted engagement. And our answer was "Breakfree," a web-based simulation game designed to turn passive listeners into active participants.
The Game Mechanics of Empathy: Walking in Three Pairs of Shoes
The power of a game is agency. You aren't watching a video of a toxic relationship; you are in it.
To make "Breakfree" effective, we couldn't just tell a single story. We had to show the complexity of the issue. We designed the game to let players experience the narrative from three distinct perspectives:

The Victim: To experience what it’s like to feel trapped in a toxic relationship, unsure whether to speak up or keep everything inside.
The Perpetrator: To realise how one’s behaviours, often unnoticed or unexamined, can harm a partner and escalate conflict.
The Bystander: To confront the discomfort of seeing someone close struggle, feeling torn between stepping in and believing it isn’t your place.
During the game, players face difficult scenarios where they must make choices. These choices fork into different narrative outcomes. We didn't want to just preach "right vs. wrong"; we wanted to highlight, in a subtle manner, the realistic consequences of mismanaging a volatile situation.
Visualizing the Context: It Has to Feel Like Home
For a serious game to resonate, it must feel authentic. We adopted an anime-inspired art style to appeal to the youth demographic, but we grounded it deeply in the Singaporean context.

From the iconic Dragon Playground to the void decks and HDB corridors, the game takes place in spaces the players recognize. This visual familiarity lowers the barrier to entry and makes the scenarios feel uncomfortably real.
The Results: 300 Voices in 3 Days
MSF and I.M Communications deployed "Breakfree" during a 3-day roadshow at Republic Polytechnic. The reception was overwhelming.

We didn't just get players; we got insights. The game generated almost 300 pieces of feedback. Students raved about the art and the storyline, but more importantly, they engaged with the message. They discussed the outcomes they reached and debated the choices they made.
The Bigger Picture: Gamification as a Policy Tool
This project proved that gamification is a viable, powerful vehicle for the public sector. Here is how government bodies can leverage this approach:
Beyond the Classroom: These web-based games aren't limited to a website. MSF plans to deploy this as interactive pillars in workshops, roadshows, or permanent fixtures in community centers.
Sentiment Analysis: The way players interact with the game provides data. Player feedback can gather crucial insights into how the public views a social matter and what they think about the outreach vehicle itself.
Early Intervention: In controlled environments, game choices and feedback can even help identifying individuals who might need help or counseling, offering a non-intrusive way to offer support.
Conclusion
"Breakfree" showed us that when you give people the controls, they don't just play; they learn. By simulating the consequences of toxic relationships, we created a safe space for young people to fail, learn, and develop empathy.
Are you looking for a more engaging way to communicate complex social policies? Contact our team to discuss how serious games and gamification can transform your outreach strategy.


