A growing suite of serious games grounded in organizational behaviour, leadership science, and HRM research. Each simulation is a complete teaching toolkit, not just a game.
Watch how a workplace dilemma becomes a decision learners have to live with, then reflect on.
Four live titles, each a complete teaching toolkit. Tap a card to jump to the details.
Leadership, one email at a time, flex across Goleman's six styles.
Lead a Caribbean grocery's people through the full HR lifecycle.
A café workplace where communication and EI choices shape the outcome.
A hospital ward run on behaviour, mapped to the MARS model.
Take the manager's chair at a beloved Caribbean restaurant chain. Fresh back from a two-week vacation, you work through your inbox as the everyday dramas of running a restaurant unfold, and every reply is a leadership choice.
The Flexible Fork puts you in the manager's chair at a beloved Caribbean restaurant chain. Fresh back from a two-week vacation, you work through your inbox, replying to staff emails and instant messages as the everyday dramas of running a restaurant unfold across two busy weeks.
There are no “right” answers. Every reply draws on the six leadership styles identified by Daniel Goleman, coercive, authoritative, affiliative, democratic, pacesetting, and coaching, tied in with contemporary studies of leader behaviour. The simulation adapts to how you actually respond: your decisions branch the storyline and shape what lands in your inbox next.
At the end you receive a personalised debrief: a profile of the styles you reached for, an adaptiveness score measuring how well you matched your style to each moment, and a developmental report with practical guidance for growing your range. The most effective leaders don't lean on a single style, they read each situation and flex.
University instructors and trainers can request complimentary access to pilot The Flexible Fork with their class.
An experiential anchor for leadership, organisational behaviour, and management modules.
Assign as pre-class preparation, then debrief style choices and adaptiveness scores together in session.
The developmental report and a responses-versus-ideal-answers export provide gradable, per-student data.
A self-contained, browser-based experience where live role-play isn't practical.
Build range in first-time supervisors and people managers who default to a single style.
An engaging experiential anchor for leadership bootcamps, seminars, and executive sessions.
Step behind the counter of a small Caribbean grocery and lead its people through every stage of the human resource lifecycle, one decision at a time.
Cottage casts you as the first-ever Store Manager of Cottage, a small family-run grocery in a Caribbean community, where you must build and lead a team from the ground up.
Across six story-driven chapters you work through the full human resource management lifecycle, from setting HR foundations and designing jobs to hiring, developing, appraising, and retaining staff, making branching decisions and tackling hands-on mini-games along the way.
Your choices accumulate into one of four distinct endings and a personalised developmental report across six HR areas, turning HRM theory into lived, memorable practice.
University instructors and trainers can request complimentary access to pilot Cottage with their class.
An experiential capstone or anchor for HRM and organisational behaviour modules.
Assign as pre-class preparation, then debrief decisions and endings together in session.
The developmental report and instructor dashboard provide gradable, per-student data.
A self-contained, browser-based experience where live role-play isn't practical.
Onboarding and skill-building for first-time supervisors and people managers.
An engaging experiential anchor for bootcamps, seminars, and executive sessions.
Learners step inside a lively café where communication choices, leadership responses, and employee dynamics shape outcomes over six immersive chapters.
Cozy Cup places learners in the role of a new team lead at a busy café. Across six chapters they navigate real workplace challenges: steering a team through the morning rush, handling social-media pressure, resolving interpersonal conflict, and deciding under uncertainty.
Each decision shapes team dynamics, customer outcomes, and the learner's leadership profile. The simulation tracks performance across six competency dimensions, including self-awareness, empathy, persuasion, and crisis communication, with chapter-by-chapter feedback and a final developmental report benchmarked against class averages.
Already run with 500+ students at a leading Caribbean university across OB, leadership communication, and HRM courses.
University instructors and trainers can request complimentary access to pilot Cozy Cup with their class.
Organizational behaviour, leadership communication, HRM, and management courses at undergraduate and postgraduate levels.
Assign before or during a tutorial as a structured experiential activity with accompanying reflection questions.
Set as a graded reflective exercise connecting gameplay decisions to OB or leadership concepts from the course.
Use class-level analytics and debrief slides to discuss leadership decision-making and emotional-intelligence patterns.
Run as a facilitated leadership or communication development activity in a corporate or executive-education setting.
Integrate topics from across a course and surface how leadership, communication, and OB connect in practice.
Players step inside Sunview Hospital and navigate six chapters of escalating scenarios, from diagnosing individual behaviour to leading through conflict, all mapped to the MARS model and core OB theory.
The OB Ward places players in a series of workplace roles at Sunview Hospital. Across six interconnected chapters they navigate escalating challenges in individual behaviour, team dynamics, and leadership, all grounded in evidence-based organizational behaviour theory.
Every decision affects one or more of five MARS outcome dimensions: task performance, organizational citizenship behaviour, counterproductive work behaviour, absenteeism, and turnover intention. Chapter-by-chapter scores surface each player's applied OB decision-making for targeted feedback and rich debrief.
Designed for undergraduate and postgraduate OB courses and corporate L&D, it takes learners from individual behaviour theory through to conflict, negotiation, and leadership in one immersive arc.
University instructors and trainers can request complimentary access to pilot The OB Ward with their class.
Organizational behaviour, leadership, HRM, and management courses. Maps directly to standard OB textbook chapters.
Assign one chapter a week alongside lecture content; each maps to specific OB theories on a standard schedule.
Set as a graded exercise connecting MARS scores and gameplay decisions to OB concepts via the reflection prompts.
Use the instructor dashboard's MARS profiles to discuss decision patterns, cognitive biases, and applied OB thinking.
Run as a facilitated OB or management activity in corporate training; all six chapters fit a single extended session.
A course-end integrative activity pulling together individual behaviour, team dynamics, and leadership theory.
Each new title is built with the same evidence-based rigour as The Flexible Fork, Cottage, Cozy Cup, and The OB Ward. Request early access or ask to be notified.
Recognising inappropriate behaviour, bystander decisions, reporting climates, power dynamics, and psychological safety.
Job demands and resources, engagement, workload, managerial support, and organizational health interventions.
University instructors and trainers can pilot for free. Get in touch to request educator access, discuss organizational use, or be notified about new releases.