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COVID19 - OVERCOMING

Review · Adventure · PC · macOS · Linux

COVID19 - OVERCOMING

Reviewed: 10 May 2026

PC · macOS · Linux

bibarenata · 2020

Ludograph rating

D

Caution

43 /100

COVID19 - OVERCOMING is an educational adventure game that teaches problem solving and strategic thinking for public health, with minimal risks.

06010030BenefitLow riskB 27 · R 0
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

27

Risk (RIS)

0

Daily limit

120min

Age guidance

7+

Developmental benefits

B1Cognitive
0.40
B2Social-emotional
0.13
B3Motor
0.15

COVID19 - OVERCOMING is an educational adventure game that teaches players about COVID-19 prevention and public health. Players embody a doctor, Lucas, who navigates a pandemic-stricken city, instructing the population, saving lives, and protecting loved ones. The game fosters problem-solving, strategic thinking, and critical thinking skills as players learn to avoid contamination and manage health resources. Its core benefit lies in its direct application of learning to real-world health practices, promoting empathy and ethical reasoning in a challenging scenario.

Design risks

R1Compulsion-loop pressure
0.00
R2Monetization
0.00
R3Social risk
0.00

The game presents minimal risks. Content-wise, it deals with the serious theme of a pandemic, which might involve mild fear or implied danger, but it is framed within an educational context focused on overcoming challenges. There are no predatory monetization schemes, social risks, or compulsion-loop design mechanics. The game's narrative is pro-public health, which is a mild form of propaganda, but generally beneficial.

Content (not in risk score)

R4.1Violence Level
0.33
R4.2Sexual Content
0.00
R4.3Language
0.00
R4.4Substance References
0.00
R4.5Fear / Horror
0.33

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: meets criteria·GDPR-KAssessed: meets criteria·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. No dark pattern or child-targeting concerns found.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. No privacy or child-targeting concerns found.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is COVID19 - OVERCOMING safe for kids?

Ludograph gives COVID19 - OVERCOMING a rating of 43/100, recommended for ages 7 and up. There are notable risks worth knowing before letting kids play.

What age is COVID19 - OVERCOMING appropriate for?

Ludograph's rubric recommends a minimum age of 7+ for COVID19 - OVERCOMING, based on benefits, risks, and content review.

How long should kids play COVID19 - OVERCOMING?

Our session recommendation for COVID19 - OVERCOMING is up to 120 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of COVID19 - OVERCOMING?

The game presents minimal risks. Content-wise, it deals with the serious theme of a pandemic, which might involve mild fear or implied danger, but it is framed within an educational context focused on overcoming challenges. There are no predatory monetization schemes, social risks, or compulsion-loop design mechanics. The game's narrative is pro-public health, which is a mild form of propaganda, b