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World School·Game·Honor-system

This War of Mine

Civilian survival in a besieged city — scarcity, moral ruin, and the cost of endurance.

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Characterization

This War of Mine is 11 bit studios' 2014 survival simulation in which the player controls not soldiers but civilians trapped in a besieged city inspired by the Siege of Sarajevo. The game operates on a day-and-night cycle: by day the player manages a ruined shelter — repairing infrastructure, tending the sick, rationing food and medicine; by night the player sends a scavenger into the city, where resource scarcity forces impossible moral choices. One steals from the elderly or lets a companion starve. One decides who eats and who goes without, who receives the last dose of medicine and who endures the fever. The characters are not abstractions; they suffer depression, guilt, and breakdown. They refuse orders, weep, and sometimes take their own lives. There are no extra lives; death is permanent and mourned. This War of Mine entered MoMA's permanent collection in 2018 and was added to Poland's official school reading list in 2020 — the first video game in the world to receive that distinction from any national government. The honour was not ceremonial: the Ministry of Education recognised that the game teaches the consequences of war in a register that conventional textbooks cannot reach. The Academy hosts This War of Mine in the World School because its central exercise is the modelling of moral consequence: every mechanic encodes the proposition that survival has a price, and the price is measured not in resources but in humanity.

Lineage

11 bit studios (Warsaw), 2014. Inspired by the Siege of Sarajevo (1992–1996) and Emir Suljagić's testimony on civilian experience under siege. DLC: War Child Charity collaboration; The Little Ones (2016), which introduced child characters. Included in MoMA's permanent collection (2018); Paul Galloway (MoMA) on the game's redefinition of the war-game genre. Added to Poland's official school reading list (2020) — the first video game accorded that status by any national government. Academic study: Thomas Ambrosio, "The Wicked Problems of THIS WAR OF MINE" (2023); MIT Game Lab analysis of emergent ethical narrative. The game's civilian perspective inverts the genre conventions established by military simulations from Kriegsspiel forward.

From the Library

Syllabuses

All Library entries for This War of Mine

Quests

Three quests — one for each archetype. Choose the one that fits your way of taking up the discipline.

  • Design a game mechanic or scenario — tabletop, digital, or paper prototype — that forces a player to choose between group survival and individual moral integrity, drawing on This War of Mine's approach to ethical consequence. The mechanic should ensure that the cost of the choice is felt not only in resource terms but in the emotional or social state of the characters or players. Playtest the mechanic with at least one other player and record what the mechanic disclosed about the relationship between rules and ethics.

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  • Play This War of Mine through at least one complete siege — to ceasefire or to the death of the group. Attend to the moral choices the game imposes during nighttime scavenging and daytime rationing. Record the moral choice that weighed most heavily on you and one moment in which the game's mechanics made you feel the cost of a decision you would not have made outside the game.

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  • Place This War of Mine in its historical and ludic context. Cite the Siege of Sarajevo (1992–1996) as source material, at least one academic study of the game's ethical mechanics (Ambrosio, the MIT Game Lab, or another), and its recognition by MoMA's permanent collection or the Polish Ministry of Education's inclusion on the national school reading list. Explain what it means for a game to enter a national school curriculum — what claim does that recognition make about the relationship between play and pedagogy, and what does the game teach that a textbook cannot?

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