Experience Corner

Products / Business Cases

Strike Fighter

The general aim of the game is to experience the complexity of the negotiation process in a safe and clear, yet attractive structure.

The journey starts with the preparation, goes through the debate and the offering phases to settle down with the bargaining phase and the successful result.

The game is based on the four-phase negotiation model by G. Kennedy but the content provides an opportunity to broaden and deepen observations in various fields. Some useful hints can be found in the chapter dedicated to theoretical background.

While using the game, trainers and designers have found several applications for the game. They include objectives such us these:

To provide a team with the opportunity of practicing the negotiation process, especially the phase of preparation.

  • To open a learning session. In this case the game experience is treated as a diagnostic tool. To close a learning session. In this case the game may help as a tool for monitoring the results of a training.
  • To illustrate the role of the key success factors.
  • To introduce alternative means of communication.
  • To support struggling with the limiting mental schemes.

    open website

A Matter of Time

A Matter of Time is a modern tool supporting learning and development processes of key competencies required for a better time and project management as well as for building cooperation within and between teams.

A Matter of Time features a company in a pill – it simulates its mechanisms, interrelations and challenges. The game represents the company in a state of raised temperature, i.e. in a situation when one must react quickly and efficiently because each moment may turn to be decisive. In this context it is essential to establish priorities, analyze and put in appropriate order tasks to be accomplished, pay attention to details and keep focused on the main assignment.

It is recommended in trainings and workshops on:

  • Time management
  • Team management
  • Project management
  • Improvement of team efficiency

    open website

The Volcano

The Volcano is an engaging training game in which TRUST is the key of the story. Players are divided into two teams (Shipwrecked and Local) that have to deal with different challenges, requiring them to make quick and accurate decisions. From the outset, decisions have an impact on subsequent stages of the game.

In the game participants face the dilemma: to trust and to cooperate or not to trust and to compete. They must decide if the other party is trustworthy.

It is recommended in trainings and workshops on:

  • Training on communication and cooperation
  • Teambuilding
  • Personal development workshops

    open website

Beer Game

The Beer Game is a simulation game created by a group of professors at MIT Sloan School of Management in early 1960s to demonstrate a number of key principles of supply chain management and to show how the patterns we create in our relations with the world around us sometimes give unexpected and undesired results.

The purpose of the game is to meet customer demand for cases of beer through a multi-stage supply chain with minimal expenditure on back orders and inventory.

During the game players experience the bullwhip effect, which is a phenomenon observed in distribution channels, where the role of communication and information is often underestimated. Learning objectives:

  • Discovery of main challenges related to supply chain management
  • Development of systematic thinking
  • Understanding of the role of communication and information in supply chains

    open website

Case study: Game application for the board

Joanna Topolska – HR Manager, Lekkerland Polska SA:

We have used the game during a board meeting in our company. Games are an excellent complement of such a business meeting – it is still related to business but in a different and attractive form. The game dynamics enables to condensate experience – in a few hours’ experience we are faced with various situations, we make choices and decisions and experience immediately their consequences. I find it very valuable. The form of the game offers the opportunity to try roles and behaviours in a safe and comfortable environment of the game reality. Games we used were an excellent starting point for discussions about building trust within the team, mutual responsibility and achieving better and better results together.

Case study: Game application for the board

Training games as a tool for in-house trainers

Marek Bac – Chief Training Specialist, EDF Polska Sp. z o. o.: We are currently carrying a unification project of all management by objectives processes. Within the frame of this project our trainers are using two games as a starting point for further participants discussions. A theoretical approach to the subject does not provide such a clear view on the situation as in the case of the experience from the game. We also use games for our indoor trainings related to cooperation, communication and negotiations. Experience from the game is powerful because it involves emotions. Several persons shared with me the reflection that participating in games had completely changed their attitude to cooperation and communication. The outcome of game application depends on how the trainer perceives them – just as an ice-breaker and entertainment or he is able to make appropriate use of them, transfer conclusions from the game to real life and tackle more deeply the material offered by the game.

Case study: Game application for the board

Case study: An on-line game as support to the onboarding process of new employees

Anna Klimczuk – HR Business Partner Sales & Marketing, Kraft Foods Polska SA: In Kraft Foods Polska we have been working on creating an engaging workplace for years. We consider using games in the employees induction process as an opportunity to strengthen engagement and maintain the natural energy resulting from starting a new job. In his/her first weeks of work a new employee has to acquire loads of information and data related to the company, its functioning and his/her role. We want this process to be not only effective but also entertaining and joyful. It is part of a broader context of changes occurring in our organization which involve the division of Kraft Foods Inc. in two stock exchange companies in 2012 and the name change of part of the business to Mondelēz International.

Company description

Experience Corner is the first on-line store in Poland offering interactive training tools from globally known brands e.g. HRDQ, RSVP Design, Points of You, Pracownia Gier This is a place where trainers, consultants and academics will find a wide range of modern solutions based on the unique concept of learning by experience – starting from simple a few-minute exercises through materials complementing workshops to complex games and simulations lasting a few hours. Experience Corner follows changes on the market and new trends in education. Growing competition and specialization requires from trainers to make use of more and more advanced tools. On the other hand participants search for emotions, inspirations and practical conclusions, which they cannot find in traditional lectures and presentations.

Our choice is always based on the following factors:

  • quality - products developed by teams of renowned designers
  • adaptation to facilitators’ and participants’ needs
  • reliability - all products tested in different environments. Many have gained international
  • recognition, won international game design competitions

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