Games are an interactive medium of learning and creating impact. They have a  purpose and require subject-matter expertise and related experience of learning by doing, behaviour, communication etc.  A game brings together a confluence of factors that affect the participant and nudge them to make choices and strategies that leave them either better off or worse off.  Effective in impacting behavioural changes thought learning and realisation, games are simplistic situations which are much more effective in inculcating values which a lecture or a training may not. A major part of research in use, these games have come to be treated as one of the most primary forms of interventions when a sea change is envisioned.

The Common Bucket Game