This is science rather than rationality, but I'd like to see Maxwell's Demon the game, a Jezzball-like game where balls are bouncing at various speeds around a room with a divider in the middle. You open & close (or move) a gap in the divider to let balls through, with the goal of getting the faster-moving balls on one side and the slower balls on the other side. The hot side would get redder as it "heats up" (the average kinetic energy increases) while the cold side gets bluer, and the win condition would be a difference in temperature. More difficult levels would have more balls or would require a larger temperature difference.
An even more physics-y version could incorporate the ideal gas law and make it so that the divider gets pushed over a little bit every time a ball collides with it, so that the side of the room with more balls and/or higher average speed would tend to expand as the divider got pushed away. The win condition could involve both a temperature difference and a location for the divider.
There is already at least one Maxwell's Demon game out there, but the one I found isn't very good (as a game or as physics instruction). The balls are just red and blue - they don't vary in speed - and it's only one level where you have to get 100% separation by color.
Last month, mobile gaming superstar Angry Birds was out-sold in some countries by DragonBox, a kids game in which players solve alegbra equations.
How does the game work? Jonathan Liu explains:
The key to DragonBox's success is not that it's the best algebra tutorial available, but rather that it's actually fun for its target audience to play.
Others have noticed the potential of "computer-assisted education" before. Aubrey Daniels writes:
Remember what works in reinforcement: Small reinforcements are fine, but the reinforcer should immediately follow the target behavior, and it should be conditional on the specific behavior you want to strengthen.
Video games are perfect for that! Little hits of reinforcement can be given many times a minute, conditional on exactly the kind of behavior your want to reinforce, and conditional on exactly the behavior you want to reinforce.
DragonBox is just a particularly successful implementation of this insight.
One of the goals for the Center for Applied Rationality is to develop rationality games and apps. But it's tricky to think of how to make addictive games that actually teach rationality skills. So I'd like to provide a place for people to brainstorm ideas about what would make an addictive and instructive rationality game.
See also: Rationality and Video Games, Gamification and Rationality Training, Raytheon to Develop Rationality-Training Games.