The Needs Game
64 cards for emotional literacy
The needs game is an emotional literacy game containing 64 cards and a manual with 9 rules.
It’s an educational tool inspired by Marshall Rosenberg’s Non-Violent Communication (NVC) principles, which enable you to:
- deploy psychosocial competencies (PSC);
- identify and welcom needs;
- expand your lexical register of core human needs;
- engage in the process of Nonviolent Communication (NVC);
- developing emotional intelligence to enter into relationships;
- inspire your decisions.
The needs game flashcards is an innovative teaching tool for psychosocial skills. It includes 64 cards and a leaflet with 10 game rules.
OBJECTIVES OF USE
Using The needs game flashcards, participants learn to:
- recognise their emotional state;
- link their emotional state to a satisfied or unsatisfied inner need.
PURPOSE
The needs game enables you to:
- judge the intensity of your needs;
- take responsibility for your needs;
- foster social skills and the quality of relationships.
SKILLS DEVELOPED
Introspection +++
Emotional expression +++
Listening skills and empathy +++
Oral participation ++
Questioning ++
Critical awareness +++
CONTENTS
The needs game comes in a cardboard box containing:
- 64 cards, including: 5 need family cards and 59 numbered need cards, with a main need on the front and two related needs on the back;
- instructions for use, including essential information on needs, 9 separate game rules and a complete list of the game's 177 needs.
The needs game lets you explore 177 deep human needs.
STRENGTHS
The needs game flashcards is:
- inclusive: it uses the Luciole font, designed for the visually impaired;
- all-round: it is suitable for all audiences, from schools to corporate seminars;
- illustrated: the drawings on the cards are evocative, inspiring and fun;
- ambitious: the game features an exceptionally wide range of 177 needs;
- eco-responsible: the cards and box are printed in Europe, on paper from responsible sources.
FORMAT ADVANTAGES
A sturdy, elegant box containing printed and laminated cards, plus instructions for use in the form of a small booklet.
OTHER FORMAT AVAILABLE
The needs game printable version in pdf.
CONTEXTS OF USE
- schools, colleges, training centers, universities, orientation;
- coaching, training sessions, business consulting, team management, skills assessment, retraining and return to work;
- therapy, discussion groups, workshops, individual interviews, psychological follow-up, conflict management, mediation.
TRAINING METHODS
- group workshop (recommended group size: 6 to 14 participants maximum);
- individual interviews.
USER PROFILES
- health professionals, prevention leaders, doctors, psychologists, therapists, dieticians, sex therapists, sexologists;
- teachers, educators, consultants, coaches, social workers, image consultants, trainers.
TARGET AUDIENCES
- children aged 6 and over;
- teenagers;
- adults, professionals, beginners and experts.
Language: English
THE AUTHOR
Maëlle Challan Belval founded and presides over Comitys, a training organization specializing in psychosocial skills and emotional, relational life education.
Maëlle Challan Belval is motivated to create educational tools to help young people express themselves, to help parents find the right words, to introduce children to emotions, and to equip workshop leaders to deal with emotional and relational life issues. Her publications help to create a climate of trust on intimate and sensitive subjects, and to encourage deep reflection.
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