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The game "20,000 days"

Purpose of the game: awareness of one’s life plan, building or putting into the external plan a hierarchy of value orientations, as well as their “testing” in collision with the “realities” of the game situation.

This game can be attributed to the procedures and techniques with the conditional name “life line techniques”. The common thing for them is that the participant is invited to present a significant period of his life, both past and future. The difference is what purpose this technique serves. In this case, the line of life is an auxiliary tool for bringing to the minds of the participants in the game two main ideas:

1. Life achievements are extended over time.

2. Life achievements require the most valuable capital that a person has - time.

The first idea seems surprising especially for adolescents - it seems to them that in just a few years it is quite possible to achieve not only outstanding material well-being, but also other values ​​on a scale that a person rarely reaches at a young age. The second idea often seems far-fetched and provokes resistance, especially in modern Russia, where money is the most important value.

This game is in the nature of indicative activities, and is not aimed at developing the ability to build adequate and realistic plans and manage your time.

Course of the game: 4-8 people become participants in the game. It is possible to hold this game with a group of 16 people, in which case the remaining 8 participants either become spectators or join other participants and form a couple acting as a single team. In time, the game takes about 1.5 - 2 hours. As a requisite and equipment for the game, you will need sets of game cards with designations of values, a board for fixing the "life path" of the participants, game tables, at which the players are located.

Participants are invited to “lose” their life path: to outline the basic values ​​that everyone is going to acquire in the game, as well as to expend efforts to achieve them. The initial phase of the game coincides with the beginning of the “Auction of Values” game, when the facilitator offers participants a list of life values, in which each item needs to be rated by importance. Then the leader, according to the rules similar to the rules of the “Auction of values”, calculates the game “price” and the number of values ​​that will be drawn.
Then, participants are also invited to draw up a “life plan” to achieve the values.

The presenter further informs that the average life span of the participants is about twenty thousand days (the average age of life in Russia is about 65 years). The main payment for the values ​​is the time that participants spend on their achievement. The value of each value of the list is written on the board. Then the participants are given the opportunity to change their plans in accordance with the announced "prices".

During the main phase of the game, the host announces the onset of the next time period of two thousand days (about 5 years). Each participant calls the value that he spends this time. If the amount of time spent matches the “price”, the participant acquires value. If the number of available values ​​is less than those who wish to purchase them, an auction is organized in which applicants use their future time.

After 10,000 days (mid-life), the “value” of individual values ​​changes (for example, the price of such values ​​as “Health”, “Education” increases, and “Wisdom” decreases). The host can justify this by natural laws - the human body loses its abilities over time, at an older age it is more difficult to learn, etc.

The course of the game is reflected on the board. At the end of the game, a discussion is organized, each participant talks about his life. The host can offer to evaluate the "lived" on different scales - satisfaction, value for others, compliance with a particular profession and others. The game may end with an element of the Epitaph game (N. S. Pryazhnikov), when a participant can compile an epilogue to the game path traveled, as well as writing “Messages to his descendant”. The facilitator can enhance the feedback component of the game by asking participants to make wishes for the game partners. You can also include an element of psychodrama in the game, asking the participants to depict the conversation of “honored pensioners” talking to each other about their life based on gaming achievements.

The career orientation of the game can be strengthened by including the most significant professional achievements in the list of values, as well as changing the rules, bringing them closer to the realities of the profession (for example, retirement time for individuals of certain professions).
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The game "20,000 days"

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