Your clients already value your expertise. A game builds on it: a competitive challenge that keeps people thinking about the issue, in your sessions or between them. It also gives you evidence to take back to the client: knowledge, confidence and intent, measured across everyone who plays.
You keep the client. We build and host the game.
Played on a shared screen inside a session you run: 20 to 90 minutes, 4 to 20 people, in person or online.
5 to 10 minutes on any device, with no download and no login. Use them before or after your sessions, or sell them on their own for your client to share across the organisation.
We write the game from your client’s material. If you have a book, framework or method, we can build it around that, as we did for the demos below.
Where the message got through, where it didn’t, and what people say they’ll do next.
You bring the client and the issue. We scope it with you.
We write the scenarios from their material. Your client’s experts check them.
We build, test and launch it, usually in 2 to 6 weeks.
You run the session or share the link. We handle the build, the hosting and the dashboard.
We don’t approach your client. We don’t sell direct to anyone you bring us. If a client you introduced wants to run a game without you, we tell you first, and the work still goes through you.
If you bring us your own book or method, we won’t build a game on a competing one without telling you first.
You buy each game from us at a fixed partner rate, team or individual, and you sell it to your client at whatever price you choose. We never see or set your client’s price.
A wider rollout works the same way: if your client wants a game for more of the organisation, you buy it at the partner rate and set your own price again.
We share partner rates after a first conversation, and we’re happy to discuss anything that doesn’t fit this model.
Andy Yeoman
is our co-founder and serious game lead. Since 2004 he has designed more than 150 games, for organisations including:
Several of these games have been evaluated in peer-reviewed journals. In a published evaluation of an online group game:
In an independent university study of a short individual game, knowledge scores rose from 69% to 85%, and the proportion who said they would definitely act doubled.
See how each kind of game plays. No download, no login.
Played on a shared screen. Not designed for mobile phones.
Designed for phones. Works on any device.