Power-washing, pool-cleaning and mowing: Why millions are playing games about mundane jobs
Power-washing, pool-cleaning and mowing: Why millions are playing games about mundane jobs
Video games that mimic everyday tasks have gained unexpected popularity, offering players a calming escape through repetitive, routine activities. Among these, PowerWash Simulator stands out, allowing users to don cleaning equipment and transform grimy virtual environments into gleaming, tidy spaces. Launched in 2021, the game has sold over 17 million copies, with its 2025 sequel recently shortlisted for two Bafta Games Awards. This trend highlights a growing genre in gaming: mundane job simulations.
The appeal lies in the soothing rhythm of these games, which mirror the simplicity of real-world chores. Kirsty Rigden, CEO of Brighton-based FuturLab, which developed PowerWash Simulator, describes the concept as the “Graham Norton of video games.” While the analogy seems odd for a gaming studio, Rigden emphasizes the demand for low-intensity, enjoyable experiences. “Graham Norton doesn’t make you feel stupid, but you also don’t have to think too hard,” she explained to BBC News. “It engages the right amount of brain and at the end of it you go, ‘Oh, that was really pleasant.'”
These simulations often involve tasks like cleaning a fun house or mowing a roller disco, requiring players to follow a pattern of “rinse and repeat.” Rigden believes the genre resonates with modern audiences, who are navigating a “stressy” world. “With the game, you’re able to focus on one thing, which blocks out all other distractions,” she said. “It’s a pure form of meditation.” The idea stemmed from Rigden’s fascination with YouTube videos of power washing, where she noticed the “simplicity of seeing dirt turn to cleanliness.”
Similar games have emerged, tapping into the same trend. Lawn Mowing Simulator, for instance, lets players manage a lawnmowing business using real-world licensed equipment. A sequel is currently in development, set to explore “trailer parks and town hall gardens” in the U.S. David Harper, founder of Liverpool-based Skyhook Games, noted that players often use such games to unwind from daily pressures. “It’s about the satisfaction of starting with something untidy, learning the skills to bring order to the scene, and looking back at a job well done,” he remarked.
The relaxing nature of these games has made them a favorite among content creators. A 2021 video of US creator Markiplier playing PowerWash Simulator has amassed over nine million views. Comedian and games journalist Ellie Gibson, who streams the game on Twitch, shared her experience after a friend recommended it. She also holds the Guinness World Record for the longest time spent playing the game—24 hours, six minutes, and 33 seconds. Gibson described the game’s “calming and soothing” effect as akin to “people get from colouring books or knitting.” “You get the finished result of a clean monster truck, rather than a scarf,” she added.
Both Rigden and Harper highlighted the emotional impact of their games. “Hearing how our game has helped our players with their anxiety and mental health has been really rewarding to us,” said Harper. Rigden noted that players have shared how the games aided them during “things like cancer treatments.” The genre has even attracted academic attention, with an Oxford University study examining its effect on wellbeing. In March 2023, over 8,600 players tracked their moods every 10 minutes while using a custom version of PowerWash Simulator. The study revealed that 72% of participants experienced an emotional uplift.
Mundane Tasks as Digital Therapy
As the gaming industry evolves, simulations of everyday work are increasingly seen as tools for relaxation. These games provide a sense of accomplishment without the intensity of traditional gameplay, making them ideal for those seeking solace in simplicity. The success of titles like PowerWash Simulator and Lawn Mowing Simulator suggests a shift in how players engage with entertainment, prioritizing comfort over excitement.