We are specialized in developing human competencies that can not be displaced by A.I. or automation.
The games which we use to do this are provided at the moment to aspiring and experienced entrepreneurs and investors, including talents, early entrepreneurs (youth), talents, influencers, innovators, and leaders. Our focus is to facilitate knowledge, skills, tools, and technology useful for entrepreneurs and investors.
We have tested our methodology since 1993, and developed 9+ categories or modalities of playing:
- Leisure-play
- Positive-impulse (or impact)-play
- Learn-play
- Earn-play
- Balance-play (Work-Life Balance)
- Co-creative-play (Communication, Collaboration)
- Practice-circle-play (Human competencies)
- Purpose-play (leadership)
- System-play (Business systems)
- Knowledge-play
- Travel-play
- Ambassador-play (sales, marketing)
The holistic gamified methodology for accelerated learning has been developed since 1993, started as a workshop at university for multidisciplinary collaboration team building and leadership skills, that used gamification as the method for facilitating non-academic competencies, and entrepreneurial mindset to 80+ attendees for 5 years. Including emotional intelligence, leadership, communication, team building, time management, empathy, self-management, use of technology, creativity, thinking, work-life balance, purpose, and others.
The methodology has evolved through 12 upgrades, and tested in diverse industries, locations and cultures, since 1997 (The founder lived abroad and traveled, for research, and testing with pilots). The methodology has been used effectively by human specialists in areas like education, coaching, personal growth, health, creativity, design thinking, circular economy, entrepreneurship, economics, sustainability, interpersonal relationships, parenting, arts, and others.
Since 2015 the founder has utilized a new mathematics system (outcome of multidisciplinary research since 1993), to automate the gamification process; and also to studio tools, skills and knowledge, and games used for education, health, coaching, personal growth, vocational education, travel, communication, parenting, sustainability and entrepreneurship, in order to upgrade them and transform them into our games.
Since 2019 we utilize these games and challenges to support entrepreneurs in their business development, acquisition of skills and knowledge.
Since 2022 we have had a partnership with education services companies, and supporting youth in the Netherlands to acquire entrepreneurial skills.
We have also produced digital assets, e-learning, and merchandise, that we utilize as resources for our members.