LumiKin
Metacritic 9013+

Hearthstone

2014StrategyCard

LumiScore

47/ 100
PRUDENCE
60 min/jour recommandés
⚖️Débat contradictoire · 2 manches

Croissance

51/100

Valeur de croissance

  • Résolution de problèmes
  • Pensée stratégique
  • Pensée critique

Risque

MODÉRÉ

Modèles d'engagement

Certains mécanismes d'engagement méritent discussion.

Attention

💸 Coût mensuel: Gratuit

Conseil de parent expert

Encourage children to focus on the strategic depth and creative deck building, rather than solely on winning or collecting. Discuss game outcomes and help them manage any frustration from losses, emphasizing good sportsmanship and self-regulation.

Principales compétences développées

Résolution de problèmes5/5
Pensée stratégique5/5
Pensée critique5/5
Mémoire et attention5/5
Défi adaptatif5/5

Domaines de développement

Cognition?Résolution de problèmes, conscience spatiale, pensée stratégique, créativité, mémoire et transfert des apprentissages. Pondéré à 50 % du score de bénéfice.
76
Socio-émotionnel?Travail d'équipe, communication, empathie, régulation émotionnelle et raisonnement éthique. Pondéré à 30 % du score de bénéfice.
13
Motricité?Coordination œil-main, motricité fine, temps de réaction et activité physique. Pondéré à 20 % du score de bénéfice.
15
Score Bénéfice Global (BDS)51/100

Représentation?Degré de diversité des personnages du jeu en termes de genre et d'ethnicité. Plus le score est élevé, plus la représentation est authentique. Affiché uniquement — n'affecte pas la recommandation de temps de jeu.

Équilibre des genres
2/3
Diversité ethnique
2/3

Test de Bechdel?Le test de Bechdel vérifie si un jeu comporte au moins deux personnages féminins nommés qui se parlent d'autre chose qu'un homme. Une mesure simple de la représentation.Réussit le test

The game features numerous named female characters. In the 'Book of Mercenaries' single-player adventure, Cariel Roame and Tamsin Roame (sisters and main characters) engage in extensive dialogue and narrative interactions that focus on their relationship, choices, and conflict, not primarily about a male character.

Ce que votre enfant développe

Hearthstone cultivates strong cognitive skills, especially in strategic thinking, problem-solving, and critical analysis through its deep deck-building and turn-based combat. Players enhance their memory and attention by tracking game states and card effects, while the adaptive challenge of facing diverse opponents fosters continuous learning.

Base: InconnuMensuel: GratuitTemps de jeu: ~9hÉvalué avr. 2026
⚖️Comment ce score a été discuté et validé
Afficher la transcription

Deux modèles IA ont débattu de ce score en 2 tours : un Défenseur argumentant pour les scores les plus élevés défendables, et un Critique argumentant pour les plus bas. Le score final est la moyenne de leurs positions au tour 2.


=== Round 1 ===

ADVOCATE (Opus — arguing HIGH):
B1: problemSolving=5, spatialAwareness=2, strategicThinking=5, criticalThinking=5, memoryAttention=4, creativity=4, readingLanguage=4, mathSystems=4, learningTransfer=4, adaptiveChallenge=5
B2: teamwork=2, communication=2, empathy=1, emotionalRegulation=3, ethicalReasoning=0, positiveSocial=2
B3: handEyeCoord=2, fineMotor=2, reactionTime=1, physicalActivity=0
R1: variableRewards=2, streakMechanics=1, lossAversion=1, fomoEvents=1, stoppingBarriers=1, notifications=1, nearMiss=1, infinitePlay=2, escalatingCommitment=2, variableRewardFreq=2
R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0
R3: socialObligation=0, competitiveToxicity=1, strangerRisk=0, socialComparison=1, identitySelfWorth=1, privacyRisk=1
Reasoning: Hearthstone merits high cognitive scores due to its core gameplay revolving around complex card interactions, strategic deck building, and adaptive decision-making on an 'ever-shifting battlefield,' fostering significant problem-solving and critical thinking skills. The game's explicit lack of microtransactions, loot boxes, battle passes, and stranger chat unequivocally supports exceptionally low monetization and social risk scores, demonstrating a commitment to player well-being over exploitative practices. While the game provides engaging variable rewards and opportunities for escalating commitment inherent in a collectible card game, these are balanced by its turn-based nature and absence of explicit FOMO mechanics. Therefore, Hearthstone stands as a strong example of a game promoting cognitive development with minimal associated monetary and social risks.

CRITIC (Gemini Pro — arguing LOW):
B1: problemSolving=4, spatialAwareness=1, strategicThinking=4, criticalThinking=4, memoryAttention=3, creativity=2, readingLanguage=4, mathSystems=2, learningTransfer=2, adaptiveChallenge=4
B2: teamwork=0, communication=0, empathy=0, emotionalRegulation=2, ethicalReasoning=0, positiveSocial=1
B3: handEyeCoord=1, fineMotor=1, reactionTime=0, physicalActivity=0
R1: variableRewards=3, streakMechanics=2, lossAversion=2, fomoEvents=1, stoppingBarriers=1, notifications=1, nearMiss=2, infinitePlay=2, escalatingCommitment=2, variableRewardFreq=3
R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0
R3: socialObligation=1, competitiveToxicity=2, strangerRisk=0, socialComparison=2, identitySelfWorth=2, privacyRisk=1
Reasoning: The game explicitly states "Microtransactions: No, Loot boxes: No, Battle pass: No," resulting in zero scores across all monetization risk categories. Similarly, "Stranger chat: No" eliminates stranger risk. As a turn-based card game, it offers minimal motor skill development, particularly for reaction time, and lacks features that actively foster teamwork or in-game communication. Benefits were pushed down where evidence for active development was not explicitly strong.


=== Round 2 ===

ADVOCATE (Opus — arguing HIGH):
B1: problemSolving=5, spatialAwareness=2, strategicThinking=5, criticalThinking=5, memoryAttention=4, creativity=4, readingLanguage=5, mathSystems=4, learningTransfer=4, adaptiveChallenge=5
B2: teamwork=0, communication=0, empathy=0, emotionalRegulation=4, ethicalReasoning=0, positiveSocial=3
B3: handEyeCoord=2, fineMotor=2, reactionTime=0, physicalActivity=0
R1: variableRewards=3, streakMechanics=3, lossAversion=3, fomoEvents=1, stoppingBarriers=1, notifications=1, nearMiss=2, infinitePlay=3, escalatingCommitment=3, variableRewardFreq=3
R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0
R3: socialObligation=1, competitiveToxicity=3, strangerRisk=0, socialComparison=3, identitySelfWorth=3, privacyRisk=1
Reasoning: As an advocate, I've pushed for higher defensible scores. Hearthstone, a game of 'cunning strategy' and 'ever-shifting battlefields,' inherently fosters high cognitive benefits, including critical thinking, problem-solving, and math systems through complex card interactions and deck building creativity. While direct communication is limited, playing 'with your friends' and the competitive nature significantly elevate emotional regulation and positive social interaction. The 'Fight for Glory' in Arena and ranked play, combined with card collection, increases dopamine risks like loss aversion, streak mechanics, and escalating commitment, even without monetization. I agree with the critic on the minimal monetization and stranger risks due to the explicit game description.

CRITIC (Gemini Pro — arguing LOW):
B1: problemSolving=4, spatialAwareness=1, strategicThinking=4, criticalThinking=4, memoryAttention=3, creativity=2, readingLanguage=3, mathSystems=3, learningTransfer=2, adaptiveChallenge=4
B2: teamwork=1, communication=1, empathy=0, emotionalRegulation=1, ethicalReasoning=0, positiveSocial=1
B3: handEyeCoord=2, fineMotor=2, reactionTime=0, physicalActivity=0
R1: variableRewards=3, streakMechanics=2, lossAversion=2, fomoEvents=2, stoppingBarriers=2, notifications=2, nearMiss=2, infinitePlay=3, escalatingCommitment=3, variableRewardFreq=3
R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0
R3: socialObligation=0, competitiveToxicity=2, strangerRisk=0, socialComparison=2, identitySelfWorth=2, privacyRisk=1
Reasoning: The advocate's benefit scores are largely inflated, as many cognitive skills are only marginally developed or lack strong evidence of active development, particularly in social and motor domains. While strategic thinking is present, skills like creativity and learning transfer are confined to the game's specific rule set, and social aspects are overwhelmingly competitive, not collaborative. Conversely, Hearthstone, as a competitive online card game, unequivocally utilizes numerous dopamine-driving mechanics, including constant variable rewards, loss aversion, and strong incentives for infinite play and escalating commitment. These design patterns consistently push risk scores higher than the advocate suggests, outweighing limited benefits.

=== Final (averaged Round 2) ===
B1: problemSolving=5, spatialAwareness=2, strategicThinking=5, criticalThinking=5, memoryAttention=4, creativity=3, readingLanguage=4, mathSystems=4, learningTransfer=3, adaptiveChallenge=5
B2: teamwork=1, communication=1, empathy=0, emotionalRegulation=3, ethicalReasoning=0, positiveSocial=2
B3: handEyeCoord=2, fineMotor=2, reactionTime=0, physicalActivity=0
R1: variableRewards=3, streakMechanics=3, lossAversion=3, fomoEvents=2, stoppingBarriers=2, notifications=2, nearMiss=2, infinitePlay=3, escalatingCommitment=3, variableRewardFreq=3
R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0
R3: socialObligation=1, competitiveToxicity=3, strangerRisk=0, socialComparison=3, identitySelfWorth=3, privacyRisk=1
Curascore: 47  BDS: 0.510  RIS: 0.543

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À propos de ce jeu

Blizzard’s award-winning card battler – experience the magic, mischief and mayhem with your friends. Requires an Internet connection and iPhone 4S, iPod touch 5th Generation, iPad 2 or newer.