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Flower

Review · Adventure · PlayStation 4 · PlayStation 3 · iOS

Flower

Reviewed: 07 Apr 2026

PlayStation 4 · PlayStation 3 · iOS · PC · PS Vita

Sony Interactive Entertainment · 2009

Ludograph rating

D

Caution

37 /100

Flower is an abstract game where players develop spatial awareness and empathy by navigating environments to collect petals.

06010030BenefitLow riskB 23 · R 6
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

23

Risk (RIS)

6

Daily limit

120min

Age guidance

10+

Developmental benefits

B1Cognitive
0.26
B2Social-emotional
0.23
B3Motor
0.30

Flower encourages the development of spatial awareness and fine motor control as players navigate abstract environments to collect petals. The game fosters positive emotional responses, including a sense of peace and connection to nature, and can help children practice emotional regulation by providing a calming and non-stressful experience.

Design risks

R1Compulsion-loop pressure
0.03
R2Monetization
0.00
R3Social risk
0.00

Flower presents very few risks. Its intentional design to be non-challenging limits opportunities for developing complex problem-solving or critical thinking under pressure. Due to its abstract and solo nature, it does not involve reading, advanced mathematical concepts, or direct social-emotional skill development with others. The game is free from monetization pressures, manipulative compulsion-loop tactics, and social interaction risks.

Content (not in risk score)

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

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 Flower safe for kids?

Ludograph gives Flower a rating of 37/100. There are notable risks worth knowing before letting kids play.

How long should kids play Flower?

Our session recommendation for Flower 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 Flower?

Flower presents very few risks. Its intentional design to be non-challenging limits opportunities for developing complex problem-solving or critical thinking under pressure. Due to its abstract and solo nature, it does not involve reading, advanced mathematical concepts, or direct social-emotional skill development with others. The game is free from monetization pressures, manipulative compulsion-