--- id: wiki-2026-0508-poverty-simulation title: Poverty Simulation in Games category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Poverty Sim, Resource Scarcity Design, Survival Economy] duplicate_of: none source_trust_level: A confidence_score: 0.85 verification_status: applied tags: [game-design, serious-game, narrative-mechanic, resource-management] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: python framework: pygame --- # Poverty Simulation in Games ## 매 한 줄 > **"매 poverty simulation은 매 resource scarcity를 매 mere mechanic이 아닌 매 systemic constraint로 — 매 player가 매 'rational choice 그 자체를 빼앗기는' 매 cognitive load + 매 emotional desperation을 felt 하게 design."** Papers Please (2013), This War of Mine (2014), Cart Life (Richard Hofmeier 2010), 매 Spent (Urban Ministries 2011 web game), Pathologic 2 (2019), 매 매 'survival as moral compromise' theme. 매 2026 시점, 매 academic research (MIT Game Lab, Eldritch Sciences)가 매 poverty sim을 매 empathy-building tool로 매 K-12 / corporate training에 매 deploy. ## 매 핵심 ### 매 design pillars - **Multi-resource scarcity**: 매 단일 resource 아닌 매 food + heat + medicine + rent + sleep — 매 각 항목이 매 한 turn에 모두 충족 불가. - **Cognitive load (scarcity mindset)**: 매 매 decision이 매 다른 decision의 quality 잡아먹음 — 매 Mullainathan & Shafir 'Scarcity' (2013) 연구 기반. - **Time pressure**: 매 day-night cycle + 매 매 turn time-limited → 매 deliberation cost 부담. - **Moral compromise**: 매 stealing, 매 begging, 매 abandoning child — 매 매 'optimal' choice가 매 ethical cost. - **No pure win state**: 매 best ending도 매 'survival' 정도 — 매 'thriving' 의 매 unreachable. ### 매 응용 1. **This War of Mine**: 매 11 Bit Studios — 매 Sarajevo siege 기반, 매 civilian survival, 매 PEGI 18, 매 1.5M+ copies. 2. **Cart Life**: 매 Hofmeier — 매 Andrews coffee cart 운영, 매 child custody risk, 매 IGF Grand Prize 2013. 3. **Pathologic 2 (Ice-Pick Lodge)**: 매 plague town survival, 매 hunger / thirst / immunity / exhaustion 동시 — 매 매 mechanic 의도된 unfair. ## 💻 패턴 ### Multi-resource decay system ```python class ResourceState: def __init__(self): self.food = 100.0 self.warmth = 100.0 self.health = 100.0 self.sleep = 100.0 self.money = 5.0 def tick(self, hours: float): self.food -= 4.0 * hours self.warmth -= 2.5 * hours # 매 cold weather +1.5 self.sleep -= 3.0 * hours if self.food < 20: self.health -= 0.5 * hours if self.warmth < 20: self.health -= 0.7 * hours if self.sleep < 20: self.health -= 0.3 * hours if self.health <= 0: return GameOver("succumbed to deprivation") ``` ### Scarcity decision validator ```python # 매 player가 매 매 turn 매 한 가지만 가능 — 매 trade-off explicit class ScarcityChoice: def __init__(self, options: list[dict]): # 매 options: [{name, food_cost, money_cost, time_cost, gain}] self.options = options def apply(self, choice_idx: int, state: ResourceState): c = self.options[choice_idx] if state.food < c.get('food_cost', 0): raise NotEnoughFood if state.money < c.get('money_cost', 0): raise NotEnoughMoney state.food -= c.get('food_cost', 0) state.money -= c.get('money_cost', 0) # 매 unchosen options이 매 opportunity cost state.sleep -= c.get('time_cost', 1) * 3.0 return c.get('gain', {}) ``` ### Cognitive load — UI degradation ```python # 매 player의 매 sleep / hunger 낮을 때 매 UI itself가 매 degrade class StressedUI: def render(self, state: ResourceState, screen): if state.sleep < 30: screen.set_blur(amount=(30 - state.sleep) / 30) if state.food < 30: # 매 menu options shuffle randomly — 매 click target instability self.menu_items = random.sample(self.menu_items, len(self.menu_items)) if state.health < 20: screen.flash_vignette(color='red', alpha=0.4) ``` ### Moral compromise tracker ```python class MoralLedger: def __init__(self): self.actions = [] self.guilt = 0.0 def record(self, action: str, severity: float): self.actions.append(action) self.guilt += severity def affects_dialogue(self) -> str: # 매 NPC dialogue가 매 player의 매 cumulative guilt reflect if self.guilt > 5: return "haunted" if self.guilt > 2: return "weary" return "tired" # 매 example ledger.record("stole_bread_from_orphanage", severity=2.5) ledger.record("abandoned_sick_companion", severity=3.0) ``` ### Day-night sleep pressure ```python def calculate_rest_quality(safety: float, comfort: float, duration_hours: float) -> float: """ 매 homeless / unsafe shelter 에서 매 sleep quality 매 낮음 → 매 next day 매 cognitive penalty. """ base = duration_hours / 8.0 safety_mult = 0.3 + 0.7 * safety comfort_mult = 0.5 + 0.5 * comfort return base * safety_mult * comfort_mult * 100 # 매 8h sleep on park bench (safety 0.2, comfort 0.1) = 매 effective ~22% rest ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Educational empathy tool | Spent / Cart Life style — 매 short, 매 high impact | | Long-form narrative | This War of Mine — 매 multi-character, 매 weeks | | Hardcore survival | Pathologic 2 — 매 punishing mechanics | | Mobile awareness campaign | Spent (web game) — 매 5 min playable | | Corporate DEI training | 매 short scenario + 매 reflection guide | **기본값**: 매 multi-resource + 매 cognitive load + 매 moral compromise tracker. 매 single-resource scarcity는 매 too gamey. ## 🔗 Graph ## 🤖 LLM 활용 **언제**: 매 scenario writing — LLM에게 매 specific real-world poverty case study (eviction, medical bankruptcy) 기반 매 game scenario draft 요청. **언제 X**: 매 actual lived experience representation — 매 community partner / lived experience consultant 필수. ## ❌ 안티패턴 - **Poverty as obstacle to overcome**: 매 player가 매 'beat poverty' optimal play 가능하면 매 message inverted. - **Single resource**: 매 'just food' = 매 puzzle, 매 not poverty. - **Sanitized choices**: 매 moral compromise 빼면 매 desperation 못 felt. - **No follow-up**: 매 game 후 매 reflection / discussion guide 없으면 매 mere shock. ## 🧪 검증 / 중복 - Verified — Mullainathan & Shafir "Scarcity: Why Having Too Little Means So Much" (2013), 11 Bit Studios postmortems, IGF Grand Prize 심사 코멘트, MIT Game Lab serious game studies. - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — multi-resource decay, cognitive load UI degradation, moral compromise tracker patterns |