A training game in which the player unpacks an enemy information operation: identifying where the planted message originated, tracking how it spreads, and seeing which emotions each step is designed to target.
Ipsomnia presents a case study as a game with three phases. In the first, the player receives a feed of messages and has to recognize the psyop — using OSINT tools and their own attention to detail. In the second, they work out exactly how they are being manipulated: which emotions are being pressured, which techniques are used, and what reaction is expected. In the third, they choose a response — how to stop the spread and what to tell the audience.
The training game is designed for classes at training centers and for independent work from a phone.
The scenarios are based on real cases documented by Cultural Forces analysts.