Why are we playing games that make us work?

Why are we playing games that make us work?

02:12 PM October 10, 2026

MANILA, Philippines — Games are turning chores and repetitive tasks into something players willingly return to, offering the satisfaction of cleaning a surface, stocking shelves or completing a routine without the pressure that comes with doing the same work in real life.

Ask people how they like to spend a free evening, and few will say mopping. Housework gets squeezed between other plans, done quickly and resented quietly.

Yet some of the most-played games of recent years have handed players a pressure washer, a price scanner or, more recently, an iron.

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So why choose, in your free time, the kinds of work you avoid in daily life?

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Research on motivation suggests that players are not really choosing work. They are choosing a redesigned version of it, one with clearer goals, faster feedback and fewer consequences.

The appeal of finished work

Games such as PowerWash Simulator and Supermarket Simulator turn ordinary tasks into satisfying routines. Players clean surfaces, stock shelves and scan groceries, with each action producing visible progress.

Woman Simulator, released on Sept. 25, applies the same idea to domestic work. Players cook, wash dishes, do laundry and mop a virtual home.

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The appeal lies in how these games reshape ordinary tasks. Players decide what to do, see the results immediately and know when a task is complete.

That structure fits Self-Determination Theory, which argues that people are more motivated when activities give them a sense of autonomy and competence.

In a 2006 study, Richard Ryan, C. Scott Rigby and Andrew Przybylski found that players who felt more autonomous and competent enjoyed games more and were more motivated to keep playing.

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Chore games provide both. Players choose the task, the order and the pace, while simple actions make progress easy to see. A dirty surface becomes clean, an empty shelf becomes stocked and a growing store earns more money.

Unlike real chores, these games also give players constant feedback and a clear stopping point. The work may be repetitive, but the result is visible, and that can make finishing the task feel rewarding.

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When work comes with control

FuturLab design director Dan Chequer has said that PowerWash Simulator was built around removing anything that distracts from the simple satisfaction of turning something dirty into something clean.

That simplicity is especially appealing after a long day at a nine-to-five job.

In career mode, there is no time limit or final score. Every spray produces a visible result, and once a surface is clean, it stays that way, unlike a real kitchen floor, which will eventually need cleaning again.

Meanwhile, Supermarket Simulator offers a similar satisfaction over a longer arc. Players unpack deliveries, stock shelves and scan groceries, while the money they earn unlocks new products, more floor space and additional staff.

The work remains repetitive, but there is always something to build toward. Players also decide how their store develops.

For games built around routine tasks, that sense of control is part of the appeal. Players know what to do, can see the results immediately and can stop whenever they choose. The work may be repetitive, but unlike real work, it rarely feels overwhelming.

The chores no one clocks out of

Sebasa Games’ Woman Simulator complicates that picture. Its chores are the same hands-on tasks found in other simulation games, but they come with a supervisor. Players track their character’s morale alongside her husband’s mood.

The game also frames those chores within an unusual story about marriage and authority.

Image via Sebasa Games

Its plot explores the injustice of marriage through a character whose domestic life is tightly restricted, while its gameplay offers different paths toward liberation. Beneath the chores and household routines, the player is therefore working toward something more than a clean home: a way out.

The gameplay itself is deliberately relaxing, built around familiar household tasks rather than conventional action or competition.

That contrast gives the game’s premise more weight. Activities that might ordinarily feel repetitive become part of a larger story about what happens when domestic work is imposed rather than chosen.

The Steam page says the husband checks on the player periodically, while the demo description calls him a tyrant who punishes poor work.

Some players have criticized the title for reducing women to housework, and the game does not make clear whether it intends to be satire.

The game highlights work that, for many people, has no off switch. A 2018 International Labour Organization report found that women perform 76.2 percent of unpaid care work worldwide, 3.2 times as much as men.

A 2004 study published in Science found that, among more than 900 women surveyed, housework ranked among the least enjoyable activities of the day, alongside working and commuting.

In real life, people do that labor for free, repeat it every day and rarely finish it. In a game, players turn the same labor into prompts, meters and achievements—with a quit button.

Seen together, these games do not prove that people enjoy work. Instead, they show which parts of work people value: the satisfaction of finishing, the sense of getting better and the order of a fully stocked shelf.

What these games remove is everything else: the boss, the bills, the fatigue and the uncertainty over whether effort will pay off.

Real work is often vague, unending and difficult to walk away from. Game work is specific, measurable and over the moment the player closes the game.

Perhaps, then, the pull is not toward labor itself, but a version of it that feels predictable, controllable and rewarding. If a game can make ironing feel like an accomplishment, maybe what people dislike about real-life chores is everything that comes with them. 

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TOPICS: Games, simulator games
TAGS: Games, simulator games

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