---
id: children
status: active
supersededBy: []
lang: en
title: Children’s games
description: >-
  Open-ended play, toys, movement, creativity, adventures and shared activities
  for children.
intro: >-
  An action map for children’s digital, board, active and mixed games. An
  instructional goal is optional: children can invent stories, explore toys,
  compete or enjoy play itself. Select age suitability, reading demands,
  controls and pace separately; different implementations can suit different
  ages. Learning tasks and instructional support have their own reference.
updatedAt: '2026-10-20'
sources:
  - title: 'Toca Boca World: characters, homes and self-directed stories'
    url: 'https://www.tocaboca.com/toca-boca-world'
    description: >-
      The developer describes character creation, home design and self-directed
      stories, providing specific examples of open-ended pretend play.
  - title: 'Sago Mini World: toys and play situations'
    url: 'https://sagomini.com/world/'
    description: >-
      The developer shows character care, trips, toy construction and hat
      making. These examples illustrate play forms; claims about learning
      effects are not reproduced here.
counts:
  families: 44
  branches: 44
  variants: 480
url: 'https://gamemechanics.pro/en/mechanics/children/'
markdownUrl: 'https://gamemechanics.pro/content/mechanics/en/children.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
provenance: >-
  Play-focused selection adapted from the original children-education taxonomy,
  with original editorial additions dated 2026-10-20. Developer sources support
  specific examples, not the entire classification.
---
# Children’s games

An action map for children’s digital, board, active and mixed games. An instructional goal is optional: children can invent stories, explore toys, compete or enjoy play itself. Select age suitability, reading demands, controls and pace separately; different implementations can suit different ages. Learning tasks and instructional support have their own reference.

## Toys, imagination and everyday scenes

<a id="play"></a>

### 1. Open-ended toy interaction

<a id="toy-play"></a>
id: toy-play
canonicalId: children--toy-play
url: https://gamemechanics.pro/en/mechanics/children/#toy-play

Players try actions and observe reactions without a required correct answer.

#### Variants

<a id="toy-play-variants"></a>
- Open, close and press parts of a toy <a id="toy-play-1"></a>
- Pick up an object and try it on different targets <a id="toy-play-2"></a>
- Combine objects and observe a new reaction <a id="toy-play-3"></a>
- Repeat an enjoyable action without a penalty <a id="toy-play-4"></a>
- Undo an action and restore the initial state <a id="toy-play-5"></a>
- Change the action order for a different result <a id="toy-play-6"></a>
- Try an unusual use for an object <a id="toy-play-7"></a>
- Choose when to finish playing <a id="toy-play-8"></a>

Design example: Hypothetical toy kitchen: combine ingredients and see how a character responds to the meal.

- [Sago Mini World: toys and play situations](https://sagomini.com/world/)

### 2. Symbolic objects and pretend rules

<a id="pretend-play"></a>
id: pretend-play
canonicalId: children--pretend-play
url: https://gamemechanics.pro/en/mechanics/children/#pretend-play

Players agree that an object or action stands for something else and sustain that convention.

#### Variants

<a id="pretend-play-variants"></a>
- Give an everyday object an imaginary function <a id="pretend-play-1"></a>
- Declare a place to be another location <a id="pretend-play-2"></a>
- Invent a rule for a fantasy world <a id="pretend-play-3"></a>
- Represent an invisible object with a gesture <a id="pretend-play-4"></a>
- Agree on object meanings with a partner <a id="pretend-play-5"></a>
- Change roles during play <a id="pretend-play-6"></a>
- Continue a story proposed by another player <a id="pretend-play-7"></a>
- Change a pretend rule by mutual agreement <a id="pretend-play-8"></a>

Design example: Hypothetical expedition: a sofa becomes a ship and cards stand for islands.

- [Toca Boca World: characters, homes and self-directed stories](https://www.tocaboca.com/toca-boca-world)

### 3. Character care and everyday routines

<a id="care-routines"></a>
id: care-routines
canonicalId: children--care-routines
url: https://gamemechanics.pro/en/mechanics/children/#care-routines

Players notice a character’s state, choose a care action and observe its result.

#### Variants

<a id="care-routines-variants"></a>
- Feed a character with chosen food <a id="care-routines-1"></a>
- Bathe and dry a character <a id="care-routines-2"></a>
- Settle a character to sleep and change the lighting <a id="care-routines-3"></a>
- Choose an object for an expressed need <a id="care-routines-4"></a>
- Take a pet along a chosen walking route <a id="care-routines-5"></a>
- Tidy up after shared play <a id="care-routines-6"></a>
- Switch the character providing care <a id="care-routines-7"></a>
- Resume an everyday scene from its saved state <a id="care-routines-8"></a>

Design example: Hypothetical pet home: choose food, play together and prepare a sleeping space.

- [Sago Mini World: toys and play situations](https://sagomini.com/world/)

### 4. Dress-up and space decoration

<a id="dress-decorate"></a>
id: dress-decorate
canonicalId: children--dress-decorate
url: https://gamemechanics.pro/en/mechanics/children/#dress-decorate

Players combine appearance and surroundings to suit their own idea, without a single required model.

#### Variants

<a id="dress-decorate-variants"></a>
- Combine clothes and accessories <a id="dress-decorate-1"></a>
- Change a character’s hairstyle and details <a id="dress-decorate-2"></a>
- Arrange furniture in a room <a id="dress-decorate-3"></a>
- Choose object colors and patterns <a id="dress-decorate-4"></a>
- Decorate a space for an invented scene <a id="dress-decorate-5"></a>
- Create several looks for one role <a id="dress-decorate-6"></a>
- Move a character between self-designed rooms <a id="dress-decorate-7"></a>
- Save and revisit self-created arrangements <a id="dress-decorate-8"></a>

Design example: Hypothetical dollhouse: furnish a room for an invented character and act out a housewarming.

- [Toca Boca World: characters, homes and self-directed stories](https://www.tocaboca.com/toca-boca-world)

### 5. Sensory material play

<a id="sensory-materials"></a>
id: sensory-materials
canonicalId: children--sensory-materials
url: https://gamemechanics.pro/en/mechanics/children/#sensory-materials

Players explore changes in shape, surface, sound and mixing through physical or digital toys.

#### Variants

<a id="sensory-materials-variants"></a>
- Pour a material into containers of different shapes <a id="sensory-materials-1"></a>
- Knead and stretch a pliable material <a id="sensory-materials-2"></a>
- Make impressions with different tools <a id="sensory-materials-3"></a>
- Mix colors and observe the resulting shade <a id="sensory-materials-4"></a>
- Send water through self-made channels <a id="sensory-materials-5"></a>
- Change a surface texture <a id="sensory-materials-6"></a>
- Compare sounds made by touching different materials <a id="sensory-materials-7"></a>
- Break down and rebuild a temporary shape <a id="sensory-materials-8"></a>

Design example: Hypothetical sandbox: fill molds and observe how water changes the structures.


### 6. Surprises, transformations and comic reactions

<a id="comic-surprises"></a>
id: comic-surprises
canonicalId: children--comic-surprises
url: https://gamemechanics.pro/en/mechanics/children/#comic-surprises

An unusual action combination produces an expressive result to repeat or vary.

#### Variants

<a id="comic-surprises-variants"></a>
- Open an object to reveal an unexpected item <a id="comic-surprises-1"></a>
- Get different reactions to the same treat <a id="comic-surprises-2"></a>
- Change a toy’s size or shape <a id="comic-surprises-3"></a>
- Assemble a silly look from compatible parts <a id="comic-surprises-4"></a>
- Trigger a chain of amusing reactions <a id="comic-surprises-5"></a>
- Discover a hidden interaction between two objects <a id="comic-surprises-6"></a>
- Repeat a joke with another character <a id="comic-surprises-7"></a>
- Undo a transformation and try another one <a id="comic-surprises-8"></a>

Design example: Hypothetical hat workshop: try on an enormous hat and watch a character comically balance it.

- [Sago Mini World: toys and play situations](https://sagomini.com/world/)

## Perception, attention and information

<a id="perception"></a>

### 7. Matching and correspondence

<a id="family-04"></a>
id: family-04
canonicalId: shared-family-04
url: https://gamemechanics.pro/en/mechanics/children/#family-04

Match identical objects

#### Variants

<a id="family-04-branch-1"></a>
- Match identical objects <a id="family-04-variant-1"></a>
- Match an object to its silhouette <a id="family-04-variant-2"></a>
- Match a part to a whole <a id="family-04-variant-3"></a>
- Match words to pictures <a id="family-04-variant-4"></a>
- Match sounds to sources <a id="family-04-variant-5"></a>
- Match numbers to quantities <a id="family-04-variant-6"></a>
- Match symbols to actions <a id="family-04-variant-7"></a>
- Match objects to functions <a id="family-04-variant-8"></a>
- Match causes to effects <a id="family-04-variant-9"></a>
- Match representations of one concept <a id="family-04-variant-10"></a>
- Establish one-to-many correspondence <a id="family-04-variant-11"></a>
- Establish many-to-many correspondence <a id="family-04-variant-12"></a>

Design example: Connect an animal, its tracks and its habitat.


### 8. Search and discovery

<a id="family-02"></a>
id: family-02
canonicalId: shared-family-02
url: https://gamemechanics.pro/en/mechanics/children/#family-02

Find an object in a scene

#### Variants

<a id="family-02-branch-1"></a>
- Find an object in a scene <a id="family-02-variant-1"></a>
- Find all objects of a specified type <a id="family-02-variant-2"></a>
- Find differences <a id="family-02-variant-3"></a>
- Find a hidden or partly obscured object <a id="family-02-variant-4"></a>
- Find an object from a verbal description <a id="family-02-variant-5"></a>
- Locate a sound source <a id="family-02-variant-6"></a>
- Search by several properties <a id="family-02-variant-7"></a>
- Find an anomaly <a id="family-02-variant-8"></a>
- Find a missing element <a id="family-02-variant-9"></a>
- Search with a magnifier, flashlight or scanner <a id="family-02-variant-10"></a>

Design example: Find room objects whose names begin with a specified sound.


### 9. Distinguishing properties and signals

<a id="family-03"></a>
id: family-03
canonicalId: shared-family-03
url: https://gamemechanics.pro/en/mechanics/children/#family-03

Distinguish colors and shades

#### Variants

<a id="family-03-branch-1"></a>
- Distinguish colors and shades <a id="family-03-variant-1"></a>
- Distinguish shapes and contours <a id="family-03-variant-2"></a>
- Distinguish size and proportions <a id="family-03-variant-3"></a>
- Distinguish position and direction <a id="family-03-variant-4"></a>
- Distinguish similar symbols <a id="family-03-variant-5"></a>
- Distinguish pitch and timbre <a id="family-03-variant-6"></a>
- Distinguish rhythms <a id="family-03-variant-7"></a>
- Distinguish textures by touch <a id="family-03-variant-8"></a>
- Recognize silhouettes or fragments <a id="family-03-variant-9"></a>
- Recognize an object from another angle <a id="family-03-variant-10"></a>

Design example: Identify an instrument by sound and select its picture.


### 10. Sorting and classification

<a id="family-05"></a>
id: family-05
canonicalId: shared-family-05
url: https://gamemechanics.pro/en/mechanics/children/#family-05

Sort by one property

#### Variants

<a id="family-05-branch-1"></a>
- Sort by one property <a id="family-05-variant-1"></a>
- Sort by several properties <a id="family-05-variant-2"></a>
- Find an outlier <a id="family-05-variant-3"></a>
- Find a shared category <a id="family-05-variant-4"></a>
- Place objects at category intersections <a id="family-05-variant-5"></a>
- Build nested categories <a id="family-05-variant-6"></a>
- Change sorting rules <a id="family-05-variant-7"></a>
- Invent a rule <a id="family-05-variant-8"></a>
- Accept several justified classifications <a id="family-05-variant-9"></a>
- Resort after a property changes <a id="family-05-variant-10"></a>

Design example: Sort shapes by color, shape and then both properties.


### 11. Comparison and ordering

<a id="family-06"></a>
id: family-06
canonicalId: shared-family-06
url: https://gamemechanics.pro/en/mechanics/children/#family-06

Find similarities and differences

#### Variants

<a id="family-06-branch-1"></a>
- Find similarities and differences <a id="family-06-variant-1"></a>
- Choose larger or smaller <a id="family-06-variant-2"></a>
- Compare quantities without counting <a id="family-06-variant-3"></a>
- Compare length, mass and volume <a id="family-06-variant-4"></a>
- Sort in ascending order <a id="family-06-variant-5"></a>
- Sort in descending order <a id="family-06-variant-6"></a>
- Find a minimum or maximum <a id="family-06-variant-7"></a>
- Find the nearest value <a id="family-06-variant-8"></a>
- Compare several criteria <a id="family-06-variant-9"></a>
- Select an object satisfying a threshold <a id="family-06-variant-10"></a>

Design example: Arrange containers from smallest to largest.


### 12. Memory and reconstruction

<a id="family-07"></a>
id: family-07
canonicalId: shared-family-07
url: https://gamemechanics.pro/en/mechanics/children/#family-07

Turn over matching cards

#### Variants

<a id="family-07-branch-1"></a>
- Turn over matching cards <a id="family-07-variant-1"></a>
- Repeat a sequence <a id="family-07-variant-2"></a>
- Restore object positions <a id="family-07-variant-3"></a>
- Recall a vanished object <a id="family-07-variant-4"></a>
- Recall a changed object <a id="family-07-variant-5"></a>
- Repeat a route <a id="family-07-variant-6"></a>
- Retain multistep instructions <a id="family-07-variant-7"></a>
- Recall after a distracting task <a id="family-07-variant-8"></a>
- Reproduce without a model <a id="family-07-variant-9"></a>
- Reconstruct observations in another form <a id="family-07-variant-10"></a>

Design example: Remember an order and assemble it after the list disappears.


### 13. Attention, switching and inhibition

<a id="family-08"></a>
id: family-08
canonicalId: shared-family-08
url: https://gamemechanics.pro/en/mechanics/children/#family-08

Respond only to a target cue

#### Variants

<a id="family-08-branch-1"></a>
- Respond only to a target cue <a id="family-08-variant-1"></a>
- Ignore forbidden cues <a id="family-08-variant-2"></a>
- Stop an action on cue <a id="family-08-variant-3"></a>
- Play with reversed rules <a id="family-08-variant-4"></a>
- Track a moving object <a id="family-08-variant-5"></a>
- Notice rare events <a id="family-08-variant-6"></a>
- Switch between rules <a id="family-08-variant-7"></a>
- Ignore distracting properties <a id="family-08-variant-8"></a>
- Divide attention across channels <a id="family-08-variant-9"></a>
- Pause before choosing <a id="family-08-variant-10"></a>

Design example: Select green fish while ignoring green fish with stripes.


## Structures, logic and space

<a id="logic"></a>

### 14. Order, sequences and procedures

<a id="family-09"></a>
id: family-09
canonicalId: shared-family-09
url: https://gamemechanics.pro/en/mechanics/children/#family-09

Order events by time

#### Variants

<a id="family-09-branch-1"></a>
- Order events by time <a id="family-09-variant-1"></a>
- Restore instructions <a id="family-09-variant-2"></a>
- Assemble a recipe <a id="family-09-variant-3"></a>
- Order life-cycle stages <a id="family-09-variant-4"></a>
- Find a missing step <a id="family-09-variant-5"></a>
- Find incorrect order <a id="family-09-variant-6"></a>
- Add a beginning or ending <a id="family-09-variant-7"></a>
- Respect step dependencies <a id="family-09-variant-8"></a>
- Build a schedule <a id="family-09-variant-9"></a>
- Distinguish required and optional steps <a id="family-09-variant-10"></a>

Design example: Order pictures showing how bread is made.


### 15. Patterns, analogies and rules

<a id="family-10"></a>
id: family-10
canonicalId: shared-family-10
url: https://gamemechanics.pro/en/mechanics/children/#family-10

Continue a repeating pattern

#### Variants

<a id="family-10-branch-1"></a>
- Continue a repeating pattern <a id="family-10-variant-1"></a>
- Continue a number sequence <a id="family-10-variant-2"></a>
- Continue alternating actions <a id="family-10-variant-3"></a>
- Infer a transformation rule <a id="family-10-variant-4"></a>
- Fill a pattern gap <a id="family-10-variant-5"></a>
- Find a pattern violation <a id="family-10-variant-6"></a>
- Solve an analogy <a id="family-10-variant-7"></a>
- Complete a two-property matrix <a id="family-10-variant-8"></a>
- Infer rules from examples <a id="family-10-variant-9"></a>
- Create a pattern <a id="family-10-variant-10"></a>

Design example: Infer a magic machine's rule from several transformations.


### 16. Wholes and parts

<a id="family-15"></a>
id: family-15
canonicalId: shared-family-15
url: https://gamemechanics.pro/en/mechanics/children/#family-15

Assemble fragments into a whole

#### Variants

<a id="family-15-branch-1"></a>
- Assemble fragments into a whole <a id="family-15-variant-1"></a>
- Divide into equal parts <a id="family-15-variant-2"></a>
- Divide unequally under a condition <a id="family-15-variant-3"></a>
- Find a missing part <a id="family-15-variant-4"></a>
- Assemble in several ways <a id="family-15-variant-5"></a>
- Decompose complex objects <a id="family-15-variant-6"></a>
- Rearrange while preserving quantity <a id="family-15-variant-7"></a>
- Relate parts to system levels <a id="family-15-variant-8"></a>
- Find part boundaries <a id="family-15-variant-9"></a>
- Check whether enough pieces exist <a id="family-15-variant-10"></a>

Design example: Build one area using different sets of geometric pieces.


### 17. Spatial orientation and transformations

<a id="family-13"></a>
id: family-13
canonicalId: shared-family-13
url: https://gamemechanics.pro/en/mechanics/children/#family-13

Distinguish left and right

#### Variants

<a id="family-13-branch-1"></a>
- Distinguish left and right <a id="family-13-variant-1"></a>
- Distinguish above, below, between and behind <a id="family-13-variant-2"></a>
- Rotate shapes <a id="family-13-variant-3"></a>
- Reflect shapes <a id="family-13-variant-4"></a>
- Change scale <a id="family-13-variant-5"></a>
- Complete symmetry <a id="family-13-variant-6"></a>
- Relate top and side views <a id="family-13-variant-7"></a>
- Read coordinates <a id="family-13-variant-8"></a>
- Match nets to solids <a id="family-13-variant-9"></a>
- Mentally fold and unfold <a id="family-13-variant-10"></a>
- Use another character's viewpoint <a id="family-13-variant-11"></a>
- Translate between plans and spaces <a id="family-13-variant-12"></a>

Design example: Choose how a tower looks from the other side.


### 18. Rearrangement and spatial puzzles

<a id="family-14"></a>
id: family-14
canonicalId: shared-family-14
url: https://gamemechanics.pro/en/mechanics/children/#family-14

Assemble jigsaws

#### Variants

<a id="family-14-branch-1"></a>
- Assemble jigsaws <a id="family-14-variant-1"></a>
- Solve tangrams <a id="family-14-variant-2"></a>
- Slide tiles into an empty space <a id="family-14-variant-3"></a>
- Push boxes <a id="family-14-variant-4"></a>
- Unblock a path <a id="family-14-variant-5"></a>
- Swap elements <a id="family-14-variant-6"></a>
- Pack shapes into limited space <a id="family-14-variant-7"></a>
- Escape a maze <a id="family-14-variant-8"></a>
- Untangle lines <a id="family-14-variant-9"></a>
- Reproduce a three-dimensional arrangement <a id="family-14-variant-10"></a>

Design example: Move blocks to clear a vehicle's path.


## Action, construction and control

<a id="action"></a>

### 19. Navigation and spatial exploration

<a id="family-27"></a>
id: family-27
canonicalId: shared-family-27
url: https://gamemechanics.pro/en/mechanics/children/#family-27

Follow signs to a goal

#### Variants

<a id="family-27-branch-1"></a>
- Follow signs to a goal <a id="family-27-variant-1"></a>
- Follow a map <a id="family-27-variant-2"></a>
- Map while moving <a id="family-27-variant-3"></a>
- Explore unknown areas <a id="family-27-variant-4"></a>
- Choose junctions <a id="family-27-variant-5"></a>
- Use landmarks <a id="family-27-variant-6"></a>
- Find short or safe routes <a id="family-27-variant-7"></a>
- Retrace one's own route <a id="family-27-variant-8"></a>
- Open passages with tools <a id="family-27-variant-9"></a>
- Use a compass <a id="family-27-variant-10"></a>
- Locate objects outdoors <a id="family-27-variant-11"></a>
- Operate vehicles under rules <a id="family-27-variant-12"></a>

Design example: Find a museum using a city plan and street-crossing rules.


### 20. Construction and engineering design

<a id="family-29"></a>
id: family-29
canonicalId: shared-family-29
url: https://gamemechanics.pro/en/mechanics/children/#family-29

Build from a model

#### Variants

<a id="family-29-branch-1"></a>
- Build from a model <a id="family-29-variant-1"></a>
- Build from a plan <a id="family-29-variant-2"></a>
- Build to functional requirements <a id="family-29-variant-3"></a>
- Choose materials <a id="family-29-variant-4"></a>
- Reinforce structures <a id="family-29-variant-5"></a>
- Connect modules <a id="family-29-variant-6"></a>
- Test under load <a id="family-29-variant-7"></a>
- Improve prototypes <a id="family-29-variant-8"></a>
- Build with limited parts <a id="family-29-variant-9"></a>
- Compare designs <a id="family-29-variant-10"></a>
- Disassemble and reuse parts <a id="family-29-variant-11"></a>
- Design for a specified user <a id="family-29-variant-12"></a>

Design example: Build a bridge with limited parts and load-test it.


### 21. Physical and mechanical puzzles

<a id="family-28"></a>
id: family-28
canonicalId: shared-family-28
url: https://gamemechanics.pro/en/mechanics/children/#family-28

Direct water flows

#### Variants

<a id="family-28-branch-1"></a>
- Direct water flows <a id="family-28-variant-1"></a>
- Route light through mirrors <a id="family-28-variant-2"></a>
- Connect electrical circuits <a id="family-28-variant-3"></a>
- Use levers and pulleys <a id="family-28-variant-4"></a>
- Balance structures <a id="family-28-variant-5"></a>
- Control gears <a id="family-28-variant-6"></a>
- Change friction or slope <a id="family-28-variant-7"></a>
- Trigger chain reactions <a id="family-28-variant-8"></a>
- Adjust trajectories <a id="family-28-variant-9"></a>
- Use magnetic interactions <a id="family-28-variant-10"></a>
- Open mechanisms through action combinations <a id="family-28-variant-11"></a>
- Switch device modes <a id="family-28-variant-12"></a>

Design example: Adjust mirrors to direct a beam onto a receiver.


### 22. Precise control and small movements

<a id="family-32"></a>
id: family-32
canonicalId: shared-family-32
url: https://gamemechanics.pro/en/mechanics/children/#family-32

Touch a target accurately

#### Variants

<a id="family-32-branch-1"></a>
- Touch a target accurately <a id="family-32-variant-1"></a>
- Drag into a target area <a id="family-32-variant-2"></a>
- Fit parts into slots <a id="family-32-variant-3"></a>
- Guide objects along paths <a id="family-32-variant-4"></a>
- Trace contours <a id="family-32-variant-5"></a>
- Rotate into position <a id="family-32-variant-6"></a>
- Control press force or duration <a id="family-32-variant-7"></a>
- Catch moving objects <a id="family-32-variant-8"></a>
- Coordinate two actions <a id="family-32-variant-9"></a>
- Follow stroke order <a id="family-32-variant-10"></a>
- Thread, fasten and fold <a id="family-32-variant-11"></a>
- Cut or fold along lines <a id="family-32-variant-12"></a>

Design example: Guide a pencil along a path without crossing its boundaries.


### 23. Whole-body movement

<a id="family-34"></a>
id: family-34
canonicalId: shared-family-34
url: https://gamemechanics.pro/en/mechanics/children/#family-34

Repeat a pose

#### Variants

<a id="family-34-branch-1"></a>
- Repeat a pose <a id="family-34-variant-1"></a>
- Repeat a movement <a id="family-34-variant-2"></a>
- Perform movement sequences <a id="family-34-variant-3"></a>
- Move to a marked zone <a id="family-34-variant-4"></a>
- Maintain balance <a id="family-34-variant-5"></a>
- Stop on cue <a id="family-34-variant-6"></a>
- Express concepts through movement <a id="family-34-variant-7"></a>
- Coordinate with a partner <a id="family-34-variant-8"></a>
- Follow rules through an obstacle course <a id="family-34-variant-9"></a>
- Throw at targets <a id="family-34-variant-10"></a>
- Represent shape or magnitude with the body <a id="family-34-variant-11"></a>
- Switch movement when rules change <a id="family-34-variant-12"></a>

Design example: Represent an angle from a picture with the body.


### 24. Physical and mixed interactions

<a id="family-35"></a>
id: family-35
canonicalId: shared-family-35
url: https://gamemechanics.pro/en/mechanics/children/#family-35

Play with physical cards

#### Variants

<a id="family-35-branch-1"></a>
- Play with physical cards <a id="family-35-variant-1"></a>
- Build with real blocks <a id="family-35-variant-2"></a>
- Count tokens and pieces <a id="family-35-variant-3"></a>
- Use tactile materials <a id="family-35-variant-4"></a>
- Control physical robots <a id="family-35-variant-5"></a>
- Link object tags to digital scenes <a id="family-35-variant-6"></a>
- Complete off-screen tasks <a id="family-35-variant-7"></a>
- Photograph found objects <a id="family-35-variant-8"></a>
- Use augmented reality <a id="family-35-variant-9"></a>
- Combine boards and apps <a id="family-35-variant-10"></a>
- Use real measuring tools <a id="family-35-variant-11"></a>
- Change physical objects and observe digital results <a id="family-35-variant-12"></a>

Design example: Build a real tower and compare it with an app plan.


### 25. Rhythm, tempo and musical actions

<a id="family-33"></a>
id: family-33
canonicalId: shared-family-33
url: https://gamemechanics.pro/en/mechanics/children/#family-33

Repeat a rhythm

#### Variants

<a id="family-33-branch-1"></a>
- Repeat a rhythm <a id="family-33-variant-1"></a>
- Act on a beat <a id="family-33-variant-2"></a>
- Complete a rhythmic pattern <a id="family-33-variant-3"></a>
- Distinguish durations <a id="family-33-variant-4"></a>
- Change tempo <a id="family-33-variant-5"></a>
- Synchronize movements <a id="family-33-variant-6"></a>
- Repeat a melody <a id="family-33-variant-7"></a>
- Distinguish pitches <a id="family-33-variant-8"></a>
- Match notation to sound <a id="family-33-variant-9"></a>
- Assemble accompaniment <a id="family-33-variant-10"></a>
- Create rhythmic compositions <a id="family-33-variant-11"></a>
- Coordinate ensemble parts <a id="family-33-variant-12"></a>

Design example: Clap a character's rhythm and invent a response.


### 26. Hide-and-seek, tag and chase

<a id="hide-chase"></a>
id: hide-chase
canonicalId: children--hide-chase
url: https://gamemechanics.pro/en/mechanics/children/#hide-chase

Players change position, visibility and seeker or runner roles.

#### Variants

<a id="hide-chase-variants"></a>
- Hide before a countdown ends <a id="hide-chase-1"></a>
- Search using sounds or tracks <a id="hide-chase-2"></a>
- Freeze to remain unnoticed <a id="hide-chase-3"></a>
- Catch a player and pass on the chaser role <a id="hide-chase-4"></a>
- Free a captured teammate <a id="hide-chase-5"></a>
- Reach an agreed safe zone <a id="hide-chase-6"></a>
- Switch roles after a short round <a id="hide-chase-7"></a>
- Shrink the play area using a visible rule <a id="hide-chase-8"></a>

Design example: Hypothetical courtyard: one player searches for others, and a tagged player becomes the next seeker.


### 27. Jumping, obstacles and safe return

<a id="jump-traverse"></a>
id: jump-traverse
canonicalId: children--jump-traverse
url: https://gamemechanics.pro/en/mechanics/children/#jump-traverse

Players time movement through a short course with a clear retry after a mistake.

#### Variants

<a id="jump-traverse-variants"></a>
- Jump a gap along a visible trajectory <a id="jump-traverse-1"></a>
- Wait for a moving platform to reach a useful position <a id="jump-traverse-2"></a>
- Pass beneath an obstacle or go around it <a id="jump-traverse-3"></a>
- Alternate walking, jumping and sliding <a id="jump-traverse-4"></a>
- Activate a bridge from an adjacent platform <a id="jump-traverse-5"></a>
- Choose an easier alternative route <a id="jump-traverse-6"></a>
- Return to a checkpoint after a mistake <a id="jump-traverse-7"></a>
- Cross the same section as a pair with mutual help <a id="jump-traverse-8"></a>

Design example: Hypothetical cloud trail: jump between platforms and return to the nearest flag after falling.


### 28. Trips, races and vehicle control

<a id="vehicle-play"></a>
id: vehicle-play
canonicalId: children--vehicle-play
url: https://gamemechanics.pro/en/mechanics/children/#vehicle-play

Players control toy vehicles for a journey, delivery or short race.

#### Variants

<a id="vehicle-play-variants"></a>
- Choose stops along a route <a id="vehicle-play-1"></a>
- Change speed before a turn <a id="vehicle-play-2"></a>
- Steer around obstacles on a track <a id="vehicle-play-3"></a>
- Carry passengers or cargo <a id="vehicle-play-4"></a>
- Choose a vehicle for a section of the route <a id="vehicle-play-5"></a>
- Rebuild a toy road during play <a id="vehicle-play-6"></a>
- Complete a short lap for a personal best <a id="vehicle-play-7"></a>
- Finish as a group while waiting for slower players <a id="vehicle-play-8"></a>

Design example: Hypothetical train: choose stops and pick up characters who want to travel together.

- [Sago Mini World: toys and play situations](https://sagomini.com/world/)

## Quantity, investigation and systems

<a id="systems"></a>

### 29. Causes, consequences and prediction

<a id="family-22"></a>
id: family-22
canonicalId: shared-family-22
url: https://gamemechanics.pro/en/mechanics/children/#family-22

Predict an action's result

#### Variants

<a id="family-22-branch-1"></a>
- Predict an action's result <a id="family-22-variant-1"></a>
- Choose an action for an outcome <a id="family-22-variant-2"></a>
- Infer causes from effects <a id="family-22-variant-3"></a>
- Build causal chains <a id="family-22-variant-4"></a>
- Identify multiple causes <a id="family-22-variant-5"></a>
- Account for delayed effects <a id="family-22-variant-6"></a>
- Test alternative scenarios <a id="family-22-variant-7"></a>
- Distinguish coincidence from causation <a id="family-22-variant-8"></a>
- Find side effects <a id="family-22-variant-9"></a>
- Find feedback in a system <a id="family-22-variant-10"></a>

Design example: Predict which garden area loses water after a valve closes.


### 30. Resources, exchange and economics

<a id="family-25"></a>
id: family-25
canonicalId: shared-family-25
url: https://gamemechanics.pro/en/mechanics/children/#family-25

Collect resources

#### Variants

<a id="family-25-branch-1"></a>
- Collect resources <a id="family-25-variant-1"></a>
- Transport and deliver items <a id="family-25-variant-2"></a>
- Allocate limited stock <a id="family-25-variant-3"></a>
- Buy and sell <a id="family-25-variant-4"></a>
- Calculate prices and change <a id="family-25-variant-5"></a>
- Exchange items <a id="family-25-variant-6"></a>
- Build a budget <a id="family-25-variant-7"></a>
- Save toward a goal <a id="family-25-variant-8"></a>
- Craft from recipes <a id="family-25-variant-9"></a>
- Account for opportunity cost <a id="family-25-variant-10"></a>
- Plan supplies <a id="family-25-variant-11"></a>
- Allocate resources fairly <a id="family-25-variant-12"></a>

Design example: Buy meal ingredients within a budget.


## Goals, constraints and progression

<a id="progress"></a>

### 31. Goals, tasks and success conditions

<a id="family-58"></a>
id: family-58
canonicalId: shared-family-58
url: https://gamemechanics.pro/en/mechanics/children/#family-58

Reach a point

#### Variants

<a id="family-58-branch-1"></a>
- Reach a point <a id="family-58-variant-1"></a>
- Deliver items <a id="family-58-variant-2"></a>
- Collect sets <a id="family-58-variant-3"></a>
- Restore objects <a id="family-58-variant-4"></a>
- Help characters <a id="family-58-variant-5"></a>
- Maintain working systems <a id="family-58-variant-6"></a>
- Complete orders <a id="family-58-variant-7"></a>
- Unlock areas <a id="family-58-variant-8"></a>
- Solve mysteries <a id="family-58-variant-9"></a>
- Build working objects <a id="family-58-variant-10"></a>
- Reach target quantities <a id="family-58-variant-11"></a>
- Finish without a specified error <a id="family-58-variant-12"></a>
- Find all solutions <a id="family-58-variant-13"></a>
- Improve personal results <a id="family-58-variant-14"></a>
- Complete shared projects <a id="family-58-variant-15"></a>
- Reach outcomes through several valid methods <a id="family-58-variant-16"></a>

Design example: Restore a bridge so residents can reach school again.


### 32. Progression, mastery and new capabilities

<a id="family-60"></a>
id: family-60
canonicalId: shared-family-60
url: https://gamemechanics.pro/en/mechanics/children/#family-60

Unlock levels

#### Variants

<a id="family-60-branch-1"></a>
- Unlock levels <a id="family-60-variant-1"></a>
- Unlock tools <a id="family-60-variant-2"></a>
- Unlock rules <a id="family-60-variant-3"></a>
- Develop the world <a id="family-60-variant-4"></a>
- Develop characters <a id="family-60-variant-5"></a>
- Map mastered skills <a id="family-60-variant-6"></a>
- Add composite tasks <a id="family-60-variant-7"></a>
- Offer next-branch choices <a id="family-60-variant-8"></a>
- Revisit areas with new skills <a id="family-60-variant-9"></a>
- Unlock creative modes <a id="family-60-variant-10"></a>
- Expand independence gradually <a id="family-60-variant-11"></a>
- Complete thematic chapters <a id="family-60-variant-12"></a>

Design example: After mastering turns, give the robot new routes.


### 33. Constraints, pace and information

<a id="family-59"></a>
id: family-59
canonicalId: shared-family-59
url: https://gamemechanics.pro/en/mechanics/children/#family-59

Limit turns

#### Variants

<a id="family-59-branch-1"></a>
- Limit turns <a id="family-59-variant-1"></a>
- Limit resources <a id="family-59-variant-2"></a>
- Limit tools <a id="family-59-variant-3"></a>
- Limit time <a id="family-59-variant-4"></a>
- Use turn-based play <a id="family-59-variant-5"></a>
- Use real-time events <a id="family-59-variant-6"></a>
- Allow pauses <a id="family-59-variant-7"></a>
- Hide information <a id="family-59-variant-8"></a>
- Reveal information through actions <a id="family-59-variant-9"></a>
- Change conditions during tasks <a id="family-59-variant-10"></a>
- Add random events <a id="family-59-variant-11"></a>
- Add linked goals <a id="family-59-variant-12"></a>
- Prohibit actions <a id="family-59-variant-13"></a>
- Delay consequences <a id="family-59-variant-14"></a>

Design example: Build with six parts while allowing several solutions.


### 34. Rewards, collections and game consequences

<a id="family-61"></a>
id: family-61
canonicalId: shared-family-61
url: https://gamemechanics.pro/en/mechanics/children/#family-61

Award points

#### Variants

<a id="family-61-branch-1"></a>
- Award points <a id="family-61-variant-1"></a>
- Award stars or badges <a id="family-61-variant-2"></a>
- Reward tasks with items <a id="family-61-variant-3"></a>
- Expand collections <a id="family-61-variant-4"></a>
- Reveal story fragments <a id="family-61-variant-5"></a>
- Change world appearance <a id="family-61-variant-6"></a>
- Grant abilities <a id="family-61-variant-7"></a>
- Show personal improvement <a id="family-61-variant-8"></a>
- Provide meaningful action results <a id="family-61-variant-9"></a>
- Show contributions to shared goals <a id="family-61-variant-10"></a>
- Allow reward choice <a id="family-61-variant-11"></a>
- Collect creations in albums <a id="family-61-variant-12"></a>

Design example: Successfully grown plants remain in the child's garden.


### 35. Autonomy, identity and persistent worlds

<a id="family-62"></a>
id: family-62
canonicalId: shared-family-62
url: https://gamemechanics.pro/en/mechanics/children/#family-62

Choose characters

#### Variants

<a id="family-62-branch-1"></a>
- Choose characters <a id="family-62-variant-1"></a>
- Customize appearance <a id="family-62-variant-2"></a>
- Choose themes or routes <a id="family-62-variant-3"></a>
- Choose task order <a id="family-62-variant-4"></a>
- Choose tools <a id="family-62-variant-5"></a>
- Choose solution methods <a id="family-62-variant-6"></a>
- Preserve constructions <a id="family-62-variant-7"></a>
- Care for characters <a id="family-62-variant-8"></a>
- Return to long projects <a id="family-62-variant-9"></a>
- Change the world through decisions <a id="family-62-variant-10"></a>
- Create personal goals <a id="family-62-variant-11"></a>
- Choose difficulty or support <a id="family-62-variant-12"></a>

Design example: Choose a city area to restore and decide how to do it.


### 36. Turns, random tools and action-set management

<a id="family-63"></a>
id: family-63
canonicalId: shared-family-63
url: https://gamemechanics.pro/en/mechanics/children/#family-63

Take turns

#### Variants

<a id="family-63-branch-1"></a>
- Take turns <a id="family-63-variant-1"></a>
- Roll dice and move <a id="family-63-variant-2"></a>
- Draw task cards <a id="family-63-variant-3"></a>
- Choose from an open set <a id="family-63-variant-4"></a>
- Collect card sets <a id="family-63-variant-5"></a>
- Build decks <a id="family-63-variant-6"></a>
- Use card combinations <a id="family-63-variant-7"></a>
- Place pieces to select actions <a id="family-63-variant-8"></a>
- Wager tokens on predictions <a id="family-63-variant-9"></a>
- Change available actions <a id="family-63-variant-10"></a>
- Exchange turns for information <a id="family-63-variant-11"></a>
- Make hidden simultaneous choices <a id="family-63-variant-12"></a>

Design example: Select tool cards to solve a problem with limited turns.


### 37. Formats and mechanic combinations

<a id="family-64"></a>
id: family-64
canonicalId: shared-family-64
url: https://gamemechanics.pro/en/mechanics/children/#family-64

Quizzes

#### Variants

<a id="family-64-branch-1"></a>
- Quizzes <a id="family-64-variant-1"></a>
- Lotto or bingo <a id="family-64-variant-2"></a>
- Dominoes <a id="family-64-variant-3"></a>
- Memory matching <a id="family-64-variant-4"></a>
- Movement board games <a id="family-64-variant-5"></a>
- Card games <a id="family-64-variant-6"></a>
- Puzzles <a id="family-64-variant-7"></a>
- Quests or escape rooms <a id="family-64-variant-8"></a>
- Exploration adventures <a id="family-64-variant-9"></a>
- Platformers with learning actions <a id="family-64-variant-10"></a>
- Object-selection runners <a id="family-64-variant-11"></a>
- Rhythm games <a id="family-64-variant-12"></a>
- Simulations <a id="family-64-variant-13"></a>
- Strategy games <a id="family-64-variant-14"></a>
- Sandboxes or construction tools <a id="family-64-variant-15"></a>
- Interactive books <a id="family-64-variant-16"></a>
- Roleplaying games <a id="family-64-variant-17"></a>
- Team games <a id="family-64-variant-18"></a>
- Active movement games <a id="family-64-variant-19"></a>
- Physical-object and app games <a id="family-64-variant-20"></a>

Design example: A quest combines notes, object search, inference and maps.


## Story, communication and creativity

<a id="social"></a>

### 38. Cooperation and distributed tasks

<a id="family-46"></a>
id: family-46
canonicalId: shared-family-46
url: https://gamemechanics.pro/en/mechanics/children/#family-46

Solve shared tasks

#### Variants

<a id="family-46-branch-1"></a>
- Solve shared tasks <a id="family-46-variant-1"></a>
- Divide roles <a id="family-46-variant-2"></a>
- Transfer items or information <a id="family-46-variant-3"></a>
- Hold complementary information <a id="family-46-variant-4"></a>
- Combine abilities <a id="family-46-variant-5"></a>
- Take turns <a id="family-46-variant-6"></a>
- Act synchronously <a id="family-46-variant-7"></a>
- Agree on plans <a id="family-46-variant-8"></a>
- Check a partner's solution <a id="family-46-variant-9"></a>
- Switch roles <a id="family-46-variant-10"></a>
- Build shared products <a id="family-46-variant-11"></a>
- Play with an adult <a id="family-46-variant-12"></a>

Design example: One player has the plan and another the parts, requiring explanation to build.


### 39. Story, roles and character decisions

<a id="family-44"></a>
id: family-44
canonicalId: shared-family-44
url: https://gamemechanics.pro/en/mechanics/children/#family-44

Choose dialogue

#### Variants

<a id="family-44-branch-1"></a>
- Choose dialogue <a id="family-44-variant-1"></a>
- Choose actions <a id="family-44-variant-2"></a>
- Fulfill role duties <a id="family-44-variant-3"></a>
- Investigate stories <a id="family-44-variant-4"></a>
- Reconstruct character motives <a id="family-44-variant-5"></a>
- Change viewpoints <a id="family-44-variant-6"></a>
- Observe decision consequences <a id="family-44-variant-7"></a>
- Play alternative episodes <a id="family-44-variant-8"></a>
- Perform professional roles <a id="family-44-variant-9"></a>
- Advance stories through tasks <a id="family-44-variant-10"></a>
- Resolve dilemmas <a id="family-44-variant-11"></a>
- Match actions to role and context <a id="family-44-variant-12"></a>

Design example: Act as a park ranger investigating the animals' water shortage.


### 40. Emotions, relationships and social perspective

<a id="family-45"></a>
id: family-45
canonicalId: shared-family-45
url: https://gamemechanics.pro/en/mechanics/children/#family-45

Recognize emotions through several cues

#### Variants

<a id="family-45-branch-1"></a>
- Recognize emotions through several cues <a id="family-45-variant-1"></a>
- Relate emotions to situations <a id="family-45-variant-2"></a>
- Distinguish characters' experiences <a id="family-45-variant-3"></a>
- Account for others' information <a id="family-45-variant-4"></a>
- Choose how to request help <a id="family-45-variant-5"></a>
- Choose conflict-resolution methods <a id="family-45-variant-6"></a>
- Share and negotiate <a id="family-45-variant-7"></a>
- Set personal boundaries <a id="family-45-variant-8"></a>
- Recognize misunderstandings <a id="family-45-variant-9"></a>
- Compare acceptable reactions <a id="family-45-variant-10"></a>
- Name one's own state <a id="family-45-variant-11"></a>
- Choose how to pause <a id="family-45-variant-12"></a>

Design example: Help two characters agree on sharing a toy.


### 41. Creative expression

<a id="family-48"></a>
id: family-48
canonicalId: shared-family-48
url: https://gamemechanics.pro/en/mechanics/children/#family-48

Draw freely

#### Variants

<a id="family-48-branch-1"></a>
- Draw freely <a id="family-48-variant-1"></a>
- Draw under constraints <a id="family-48-variant-2"></a>
- Create collages <a id="family-48-variant-3"></a>
- Create characters <a id="family-48-variant-4"></a>
- Compose melodies <a id="family-48-variant-5"></a>
- Write stories <a id="family-48-variant-6"></a>
- Create animations <a id="family-48-variant-7"></a>
- Voice scenes <a id="family-48-variant-8"></a>
- Modify existing works <a id="family-48-variant-9"></a>
- Combine materials <a id="family-48-variant-10"></a>
- Create several interpretations <a id="family-48-variant-11"></a>
- Present ideas to an audience <a id="family-48-variant-12"></a>

Design example: Invent and draw a creature adapted to a specified environment.


### 42. Open projects and creating games

<a id="family-49"></a>
id: family-49
canonicalId: shared-family-49
url: https://gamemechanics.pro/en/mechanics/children/#family-49

Choose personal goals

#### Variants

<a id="family-49-branch-1"></a>
- Choose personal goals <a id="family-49-variant-1"></a>
- Plan projects <a id="family-49-variant-2"></a>
- Create worlds <a id="family-49-variant-3"></a>
- Create levels <a id="family-49-variant-4"></a>
- Create tasks for others <a id="family-49-variant-5"></a>
- Create game rules <a id="family-49-variant-6"></a>
- Select success criteria <a id="family-49-variant-7"></a>
- Explore without preset answers <a id="family-49-variant-8"></a>
- Build portfolios <a id="family-49-variant-9"></a>
- Test with users <a id="family-49-variant-10"></a>
- Revise from feedback <a id="family-49-variant-11"></a>
- Combine tools <a id="family-49-variant-12"></a>

Design example: Create a maze solvable in exactly ten commands.


### 43. Competition, negotiation and mutual choice

<a id="family-47"></a>
id: family-47
canonicalId: shared-family-47
url: https://gamemechanics.pro/en/mechanics/children/#family-47

Compete in solving

#### Variants

<a id="family-47-branch-1"></a>
- Compete in solving <a id="family-47-variant-1"></a>
- Compete with one's previous result <a id="family-47-variant-2"></a>
- Play team against team <a id="family-47-variant-3"></a>
- Choose simultaneously <a id="family-47-variant-4"></a>
- Anticipate opponents <a id="family-47-variant-5"></a>
- Exchange by agreement <a id="family-47-variant-6"></a>
- Divide shared resources <a id="family-47-variant-7"></a>
- Participate in simple auctions <a id="family-47-variant-8"></a>
- Vote on shared choices <a id="family-47-variant-9"></a>
- Choose cooperation or personal benefit <a id="family-47-variant-10"></a>
- Agree on rules <a id="family-47-variant-11"></a>
- Compare methods without requiring a winner <a id="family-47-variant-12"></a>

Design example: Trade cards so everyone completes a required set.


### 44. Guessing through questions and partial information

<a id="guessing-games"></a>
id: guessing-games
canonicalId: children--guessing-games
url: https://gamemechanics.pro/en/mechanics/children/#guessing-games

One player knows an answer while another narrows the options through questions, acting or guesses.

#### Variants

<a id="guessing-games-variants"></a>
- Think of an object and answer questions <a id="guessing-games-1"></a>
- Remove unsuitable cards after an answer <a id="guessing-games-2"></a>
- Act out a word without speaking <a id="guessing-games-3"></a>
- Identify an object by touch without seeing it <a id="guessing-games-4"></a>
- Guess a sound performed by another player <a id="guessing-games-5"></a>
- Reveal an image one fragment at a time <a id="guessing-games-6"></a>
- Create a clue without naming the answer <a id="guessing-games-7"></a>
- Switch the clue-giver role after a successful guess <a id="guessing-games-8"></a>

Design example: Hypothetical visitor game: ask questions to identify the character hidden behind a door.


## Using the children’s reference

Audience and learning purpose are different classification axes. Shared actions can appear in both references.

### Open-ended play

A game does not always need a correct answer, score or level completion. A toy can support exploration and a child’s own stories.

### Age suitability and access

Check reading demands, target size, input precision, round length, pace and rule comprehension separately. Bright visuals alone do not establish suitability.

### Adult participation

An adult can read text aloud, agree on rules and play alongside the child. Select adult responsibilities and support separately from the child’s task.

### Retry and stopping

Make consequences clear; allow short retries, saved creations and stopping without losing creative work.

### Classification limits

Genre, input method, mechanic and reward system describe different layers. This is a map of useful combinations, not proof of learning benefits or an exhaustive list.

## Illustrative combinations

These are hypothetical designs, not descriptions of released products.

### Doll town

Create a character → decorate a home → invite guests → act out a self-directed story

### Big trip

Build a road → choose a vehicle → pick up passengers → invent a stop → change the route

### Courtyard adventures

Agree on boundaries → choose a seeker → hide → find friends → switch roles

### Funny toy theater

Combine parts → invent a voice → act out a scene → add a partner’s idea → save the characters

## Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

- [Toca Boca World: characters, homes and self-directed stories](https://www.tocaboca.com/toca-boca-world): The developer describes character creation, home design and self-directed stories, providing specific examples of open-ended pretend play.
- [Sago Mini World: toys and play situations](https://sagomini.com/world/): The developer shows character care, trips, toy construction and hat making. These examples illustrate play forms; claims about learning effects are not reproduced here.
