Age:
Select
6
7
8
9
10
11
12
12+
Gender:
Male
Female
Freedom (F) Statements - from follower to leader.
F0 Dark clouds roll in, and the wind begins to howl. So I tuck in behind and follow the head wizard, matching their steps. No play today.
F1 I like following a wise wizard who shows me every step of the journey because I don’t want to accidentally take the wrong path.
F2 I’ll try a small path on my own if I’m sure it’s safe, but I feel nervous about going into unknown places.
F3 I like choosing my own route through the magical kingdom, but I feel better if someone helps me avoid tricky spells or traps.
F4 I enjoy picking my own path and trying new tricks, even if I wobble or make mistakes, because it’s fun to figure things out.
F5 I love setting off on a quest with my map and magic staff, making my own way through mountains and castles, even if I face surprises, because I discover so many wonderful things!
Note: F tracks a curious player’s migration from complete trust in and dependence on others to complete independence and trust in themselves.
Security (S) Statements - from known to unknown.
S0 The warning bell echoes, and the castle gates close behind us. I fear the worst, and we’re all a bit shaky, and keep to the emergency plan.
S1 I feel safest staying in my small enchanted garden, where I know every flower and creature, and nothing unexpected happens.
S2 I like exploring the edge of the forest if someone comes with me and shows me the way, even if there are small surprises.
S3 I’m okay walking into new parts of the forest if someone tells me a little about what I might find.
S4 I enjoy exploring the magical forest, even if I don’t know what treasures or creatures I’ll find, because it’s exciting to discover new things.
S5 I love going far away to unknown lands with dragons and curious caves, even if I have no idea what’s waiting for me: it’s all part of the adventure!
Note: At S=0, the player is under duress. S (1-5) measures how secure a player feels in an environment that is safe but increasingly unpredictable.
Response-ability (R) Statements - from social to personal.
R0 The wind snaps the flags, and the courtyard falls quiet. We listen carefully to the head wizard’s orders and do exactly as instructed.
R1 I like it when someone else carries the gemstone, so I don’t have to worry about it, but I can and want to choose my direction.
R2 I let someone else carry the gemstone, I help my friends choose a path, then I carry the lantern and help everyone stay together.
R3 I like carrying the gemstone, choosing a route and solving some puzzles, but I feel better if someone helps me with the hardest parts of the quest.
R4 I carry the gemstone and lead everyone down new paths I find, facing magical challenges, even when it’s hard, because I like solving problems to save the day.
R5 I love leading the quest, carrying the gemstone, choosing the destination, weighing risks, and changing course when needed, because I know I can finish the adventure!
Note: At R=0, “responsibility” flips meaning, from having control to mandatory compliance (zero control). R (1–5) measures strength by the weight of perceived consequence a player can bear.
Tool Intention and Limits
This tool is part of an advanced prototype and will continue to improve as we learn and refine it. It is designed for TwoFish players aged 6–12, at the beginning of their developmental journey.
What it does:
Helps identify, validate, and support each player’s values, needs, and strengths.
Establishes their Foundational Game (FG), direction of growth, and working relationship.
Builds a personalised developmental strategy that leads to Engagement, Motivation, and Success (EMS).
Boosts self-awareness and helps to identify a purpose in life.
Shows the spatial contrast between the Pupil role and real-world Free Market Economy (FME) roles.
Differentiates needs from wants through guided reflection.
Important to know:
This version is not suitable for adults.
A survey is being developed for more advanced Multigame players.