Instinct-only simulation
No charts to analyse, no news to read — players allocate and trade on price action alone, so decisions reflect temperament rather than research.
Case study
A mobile trading game that plays on your instincts — then shows you the behavioural biases behind your trades. Designed and built end to end by ARK Angel Labs for a client.
Overview
Trading Flaw hands every player a virtual $10,000 to spread across twelve investment categories, then runs a sixteen-period market where they choose when to rebalance, cut, double down, or sit tight. No market knowledge is needed — the game's own instructions say "all you use here are your instincts", and that is the point. Because every player faces the same controlled scenario, the only variable is the player: the game tags the exact moments where a decision matches a known behavioural pattern, and an expert-analysis report turns those tags into a profile of the player's trading style.
ARK Angel Labs designed and built the product end to end for a client — the scenario engine, the behavioural scoring, the report, the learning content, and the payment flow behind it.
Capabilities
No charts to analyse, no news to read — players allocate and trade on price action alone, so decisions reflect temperament rather than research.
All, Equities, Commodities, FX, and Crypto — each with twelve categories, from US stocks and sovereign bonds to gold, property, art, and wine.
Ten patterns — momentum chasing, FOMO, capitulation, loss aversion, boredom trading, and more — matched to trades at specific points in the price path.
The opening allocation is scored for growth, price, and volatility appetite, each gauge with a neutral notch and a written verdict.
How weights evolve through the game, weights against profit and loss, and the player's propensity to trade — visualised in the report.
Five tabs from selection bias to a conclusion with variance chips, leading into a guided learning journey on behavioural bias and emotion mapping.
Five follow-up games — some secretly engineered to punish, reward, or bore the player — revealed only in the report's debrief.
Every allocation, price, and period is persisted as a single game record, so games resume where they left off and reports are reproducible.
In the product
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