# An Educational Board Game on Aging that Incorporates the 4Ms and Simulates Aging Experiences

**Authors:** Sue Hazelett, Lori Kidd, Michele Gareri, Denise Kropp, Margaret Sanders, Brandi Chrzanowski, Darcia Simpson

PMC · DOI: 10.1093/geroni/igaf122.2941 · Innovation in Aging · 2025-12-31

## TL;DR

An educational board game simulates aging experiences and teaches geriatric concepts using the 4Ms approach, with high participant satisfaction.

## Contribution

A novel board game that simulates aging challenges and incorporates the 4Ms framework for geriatrics education.

## Key findings

- Participants rated the game's educational effectiveness as 4.25 out of 5.
- The game received high ratings for simulating real-life challenges and incorporating 'what matters most' in aging care.
- Participants experienced frustrations of aging, such as financial setbacks and the importance of advance care planning.

## Abstract

Innovative approaches to imparting geriatrics knowledge are needed. We will demonstrate a board game developed as part of a HRSA Geriatric Workforce Enhancement Program grant to teach important geriatric issues and simulate common geriatric experiences. The game begins by assigning participants marital status, children, income, health, and chronic conditions by chance. Participants then choose their “life goal” (i.e., either money, family/friends, or health) which guides how they play the game. Progressing through the game simulates real life events and requires decisions that are driven by each player’s goals, aligning with a 4Ms approach to Age Friendly care. We received feedback from n = 13 participants who all expressed high levels of satisfaction with the game. Effectiveness of the game as an educational tool was rated average 4.25 out of 5, how well it simulated real life challenges was rated average 4.6 out of 5, how well it incorporated “what matters most” was rated 4.5 out of 5. The overall rating was 4.5 and whether they would recommend the game was 4.5. Like popular poverty simulations, this game is a unique way to impart/reinforce important geriatric concepts for a wide range of learners. Participants experience the frustrations of unplanned financial setbacks with fixed incomes (e.g., losing dentures, paying for medications) as well as the importance of specific decisions (e.g., advance care planning, accruing social supports). The impact of random bad luck is also ever present. The game allows them to experience the challenges of aging in a simulated environment.

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Source: https://tomesphere.com/paper/PMC12760713