Custom games
A custom game can among others be used to implement a new business strategy. Or for nudging cultural and behavioural changes. Or for effectively conveying complex and specialised knowledge for kids as well as adults.
Together we’ll define the overall game design and the game’s objective. You’ll be a part of the entire design process in order to ensure the game is spot on.
We’ve designed a lot of different games that we draw upon when we’re developing new learning games. Therefore, we’re efficient at figuring out a solution for your needs, which keeps the costs at a minimum.
Feel free to explore our showcases below.
Under Attack
A simulation board game about cyber security
The Plant Battle
A quiz game that creates more engagement and learning when visiting the Botanical Gardens in Denmark
Unit Cost Game
A business simulation about optimizing production
Mazeout
A game-based treatment offer for patients with eating disorders
The Mars Base
A semi-digital classroom game that covers the entire curriculum for C-level Physics in Danish high schools
Flashpoint
A game about preventing coercion in psychiatric departments
Via game
A game about strategy implementation
Solum
A game about loneliness, friendship and communities for the young with special needs
Projektum
A board game about innovation and project development for children
The Data Battle
A digital quiz game about data protection
The city
A roleplay about negotiations techniques, power analysis and changes
History Roleplay
A series of smaller roleplays from the Danish history; Industrialisation, The Constitution of 1915 and The Occupation
Cornerstones
A game about dialogues in day care facilities between personel, parents and leaders
Turbo growth
A semi-digital classroom game about catalysts and food production
Orange Leder
A simulation board game about strengthning leadership skills among the volunteer leaders at Roskilde Festival
Catch the Identity Thief
A dialogue creating board game about identity theft and prevention hereof
The Future at Play
A simulation card game about breaking down prejudices about vocational education
Upcoming
A museums game about creating your own band and follow it to stardom
Mayday
A simulation board game that trains pilots and cabin crew in communication, management and decision making
Waste Miners
A semi-digital classroom game about waste recycling and circular economy
Kids Uni
A tablet game for teaching chinese kids English
The Employment Game
A simulation board game about implementing the new employment reform
Job Journey
A mobile game that can help job seekers expand their view on future opportunities.
Luxury
A simulation game that starts dialogues about debt spirals and personal finance among the youth
A Better World
A semi-digital classroom game about poverty, climate challenges and gender equality
Luxury II
A simulation game about personal finance
Dino Quest
A digital game developed specifically for the “King of the dinosaurs” exhibit at the Natural History Museum of Denmark
Euro Academy
A learning platform where you can create your own educational courses
5 Big Bets
A board game about implementing a new strategy at Topdanmark
The Court Battle
A quiz game about the constitutional community
Cross-border Diabetes
A simulation board game about the challenges when patients with type 2 diabetes switch between different health sectors
Build A Baby
A game about cancer, genetics and heredity
BDO Business Game
A digital classroom game that shows accounting and BDO as a possible career path
Mayday (digital)
Three games for pilots and cabin crew about different aspects of flight safety
Hunter Kids Ask & Liv
A history with accompanying activities that makes it easy and fun for the teacher to bring kindergarten kids into nature
The Rescue Mission
A game-based teaching course about math and computer science
Cross the Finish Line
A game about how to navigate through the jungle that is education
Culture Stuff
A game creating dialogue about understanding cultures and what happens when they meet for nye international students at DTU
Serious games as an organizational development tool
Why do more and more organizations make use of a game-based approach to the development of the organization across competences, leadership levels and departments?
The perhaps most important reason behind this is a more widespread acknowledgement that experience-based learning provides a deeper and longer-lasting impression than second-hand learning from e.g. a book or a conference speaker. Serious games and simulations are specially designed experiences of “the new” that has to be learned. On that basis, serious games are ideal tools for transferring theoretical and abstract knowledge into relatable and practical knowledge.
Game-based learning is engaging and involving. The majority of people learn more by getting the chance to test the theory for themselves and by putting their own words on a subject, rather than simply listening to what they are told. As a serious game participant, one is constantly positioned within a zone of the nearest source of knowledge. You experiment and explore without the risk of letting knowledge pass by unknowingly. On the contrary, one builds a field of knowledge from one’s own experience base and with one’s own language. This produces a higher transfer value compared to e.g. a presentation in which a presenter speaks from his or her own specific knowledge base and experiences, and thus potentially fails to educate the audience as they do not have the same points of reference as the presenter.
Serious games in regard to change processes
Change processes always create resistance within an organization. A large amount of this resistance often stems from a diffuse uncertainty concerning what exactly is going to happen as well as an insecurity regarding the meaning of these changes for oneself.
If it is possible to create a simulated reality that gives participants an overview of what the new changes will mean in terms of opportunities for action and potential consequences, then it is possible to smoothen the transition from the old working practices to the new. Through a digital or analogue business simulation or serious game, you can give employees and executives a self-explored experience base that can spark a greater sense of ownership of the process.
Simultaneously, a serious game facilitates a democratic learning process in which everyone can participate on equal terms, and it is up to the individual to define what is important for him or her. Concurrently, the participants undergo an engaging and united experience that invites for social learning, and thereby it offers an effective foundation for challenging cultures, mindsets and prejudices.
Logistic and economic benefits of making use of serious games
The design of serious games can be more or less self-instructional, meaning that the roll-out does not require external consultants or specially trained or certified facilitators. It (almost) does not cost any more than the participants’ time along with the coffee that they drink to hold seminars or engaging workshops across different areas of the organization. As an additional benefit, the leadership and key employees that represent and bring the game with them will become more committed and be able to convey their messages more easily. On that basis, one can utilize a serious game as a communication platform in order to create engagement and buy-in from even the corners that are the furthest away in the organization without breaking the bank.
In case a serious game is considered part of a course, it may also be lent to course participants, who are expected to play it with their colleagues in between modules within their own organizations or departments. When they return for the following module, the course participants will engage in knowledge-sharing regarding their experiences of playing the game with their colleagues. In that manner, the serious game will play an important role in contributing to a concrete discussion about the challenges of implementing the new methods in practice.
In Copenhagen Game Lab we believe in self-instructional serious games wholeheartedly, meaning serious games in which the game rules introduce themselves gradually during the game. It is an area of expertise that we have optimized and specialized in since 2014. We create serious games in which the facilitator’s role is to be a specialist or leader and that does not require taking a course beforehand. From our experience those kinds of serious games are much easier to “take down from the shelf”, and as a result are used much more often and thereby have a significantly greater impact.
The output of a business simulation or serious game
1) The participants gain a shared language and a common understanding of what the new demands and conditions will mean for the individual.
2) The participants are able to test themselves in regard to “the new” and reach their own acknowledgement without their faith and career being in jeopardy.
3) The participants learn from and with each other and improve as a group.
4) The participants gain an overview of causes and effects, possibilities for action and develop a better understanding for the perspective of other actors.
5) The participants experience a form of education that per documentation is more effective, activating and engaging compared to learning through merely listening to what is being told.
Contact Copenhagen Game Lab ApS
If you would like to know more about serious games and game development, then please contact Henning Grubb Basballe, CEO, at +45 2633 3026 or henning@cphgamelab.dk