Four students from the same school, four different phones. Choose a character and hear their story.
⏱ Short format: 1 mission + discussion ≈ 20 min · Full game ≈ 1 lesson (45 min)
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ℹ️ Educational simulation: the apps, permission requests and situations are made up. The game doesn’t connect to real accounts, doesn’t change anything on your phone and doesn’t promote any real apps.
Who else has your key? Investigate the apps and decide: keep their access, limit it or revoke it.
Points0Level
Phone connection map
Packets show what data the apps can reach right now. Drag – rotate · Tap an app – select it
Not decided yetKeptLimitedRevoked
Teacher’s guide
What does this game help students understand?
For young people aged 14–19 (suitable from age 12). Duration: from 20 min (one mission) to about one lesson (the full game). Goals: tell account connections apart from device permissions; link a permission to a specific feature; recognise risk signals; understand that revoking access doesn’t delete data that has already been shared.
Characters and archetypes
Character
Archetype
What they explore in this game
Ema
Double-life influencer (“online” and real life)
AI filters, a gallery with real photos, brand platforms, follower analytics
Kristy
Status queen
“VIP” offers, luring in contacts, coupon extensions, impulse buying
Lukas
Positive creator
AI as a creative tool, protecting creative work, posts in his name
Adam
Quiet sceptic
“Free” tools, VPNs, checking sources, quizzes that spread in your name
How the game works
For each app, the student decides what to do (keep, limit, revoke) and chooses why. An optional bonus question asks whether it’s a device permission or an account connection (with the hint “How can you tell?”). Younger or less prepared participants can skip it.
Answers are only assessed when the student clicks “Check mission”. Points are awarded for the first attempt; corrected answers get half the points.
Surprises: a permission request pops up in the middle of a mission, and after the check comes a “One month later…” event whose outcome depends on the student’s decision.
The reason options are designed so that one is accurate, another is a myth or an overly broad generalisation (“right decision, but inaccurate reason”), and the third would lead to a different decision.
At the end there’s a 5-question final challenge and a challenge badge showing the level, stars and skills shown in the game (saved as a PNG or printed). The badge can be saved several times; it reflects the current result and isn’t an official certificate.
Improving: any mission or the final challenge can be replayed (from the report or the “Skills” section). The latest attempt counts, so skills can be shown without restarting the whole game. If answers are changed in a mission that’s already completed (e.g. by answering the bonus questions), the “Check changes” button assesses them.
Duration
Short activity (≈ 20 min): introduction (3 min), one mission in pairs (8–10 min), discussion (7 min).
Full activity (≈ 45 min, one lesson): introduction, four missions of 6–8 min each, final challenge (3 min) and discussion. For slower groups, leave the option to continue in the next lesson – progress is saved in the browser.
Skills shown in the game
Clearing unused access · Data minimisation · Keeping features working · Account or device · Justifying decisions · Spotting risk signals · Revoking ≠ deleting. A skill is marked as shown when all its tasks are done and at least 80% of the answers are correct on the first try. This is a game indicator, not proof of competence: the most meaningful evidence is the student’s ability to explain a new situation in the discussion.
Suggested lesson plan
Before the game (3 min): does using an app automatically justify all of its permissions?
In pairs (20 min): one or two missions each. One student reads the situation, the other suggests a decision. Swap roles after each mission.
Discussion (7 min): compare the “One month later…” events – why did different things happen to different pairs?
Transfer: choose one of your own apps and explain what permissions it has and what you would change. This can be done without actually changing anything. Only change settings on a shared device, or one managed by the school or parents, after agreeing with the responsible adult. Don’t share screenshots of real accounts.
For discussion
When is “limiting” not enough, even though it’s an option (Ema and Sleuthy, Adam and the VPN)?
Which useful feature would you lose if you revoked everything?
Kristy or Ema – which of them is more affected by pressure to give away data for “VIP” status or followers?
What would you do to make a service delete data it has already received?
Notes for teachers
The “right” answer is the one that’s well-founded in this situation. If a student convincingly justifies a different decision, that’s a good starting point for discussion, not a mistake to be corrected.
Archetypes, not stereotypes. The characters are based on the project’s archetypes (influencer, status, creator, sceptic). Discuss how anyone can make risky decisions, regardless of gender or interests: in the game, even sceptical Adam makes a mistake (the VPN), while Kristy makes some decisions responsibly (approving payments).
Shared computers. Progress is saved in the browser. In class, before another student sits down, click “New player” on the start screen or “Clear progress” in the footer.
Analytics. The game also works if analytics is declined. If participants are under 14, it’s recommended to decline analytics or get parental consent.
Link to DigComp 2.2: 4.2 “Protecting personal data and privacy”, 4.1 “Protecting devices”, 2.6 “Managing digital identity”.
Limits of the model
This is an educational simulation: it imitates app permissions, account connections and permission requests, unrelated to managing real accounts or real consent. All the apps, their names and the situations are made up; any resemblance to real apps or their permissions is coincidental. The game doesn’t promote or rate any real apps: the situations include both risky and useful tools, and the decision always depends on the need. The packets in the 3D view are an illustration, not a real amount of data. Specific permission options vary by device and service. The game doesn’t connect to real accounts.