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Our challenge

Our client asked us, “Can you help us convey the analytics’ team’s new strategy in an interactive, exciting, and interesting manner?”

The approach

  • We used our storytelling platform to create an exciting and interactive story that playfully conveys the new strategy of the analytics team. We opted for an audio-only “strategy walk” that allows people to “play” the content during a walk.
  • Together with our client, we wrote a story in which players need to find a spy who has infiltrated the company by interviewing various colleagues. They get to decide themselves which questions they want to ask and which people they want to talk to.
  • The strategy walk was employed during a two-day live event. People were able to play the game at their own pace, as they strolled through the event space.
  • Employees responded enthusiastically to the game. They felt challenged and indicated that the game taught them a lot about the new strategy.

The result

This audio strategy walk was used during our client’s Strategy Day. More than 200 participants people went on the walk and the client gave us as a score of 4.5 out of 5 points.

APG – Get IT together

APG: GET IT TOGHETER

Our challenge

APG was struggling with decision-making and decisiveness. Together, we turned one of our existing serious games into an exciting game about decision-making.

Our approach

Together with APG, we set out what decision-making means in practice. We distilled multiple behaviors from this, which we simulated in the serious game.

  • In the story, the YNG Bank is hacked. Players are given ten minutes to make several choices under high pressure and with little information. In doing so, they learned that it is possible to make solid decisions with little information. Later, they were challenged to do the same under high pressure.
  • The game was built on top of our existing game, Blindspot. This allowed us to quickly and efficiently test our solution.

The result

During the debriefing, players said things like, “This also always happens in practice.” They were challenged to formulate desirable behavior together.

PLUS – Virtual-reality tour and distribution-center game

Plus: Virtual-reality tour and distribution-center game

Our challenge

PLUS turned to us with the question, “How can we inspire and inform our employees about our new central distribution center?”

Our aproach

  • PLUS is building a large new central distribution center (CDC) that will contribute to the efficient and sustainable supplying of its supermarkets. We developed a virtual-reality tour through the CDC, followed by a deepening digital multiplayer game.
  • During the virtual-reality tour, all employees are guided through the CDC, which takes them to all kinds of places they wouldn’t usually go.
  • In addition to the tour, we set up an activation campaign to stimulate PLUS employees to play the game. Once in the VR space, employees walked through a museum set up to guide them through the entire building process.
  • In the multiplayer game, employees playfully find out how the way of working and activities in the new CDC will change. By playing the game, they gain insight into how this will impact their own role.

The result

The VR tour and the game are being deployed in the reboarding of more than 800 employees who will work at or in close contact with the new distribution center.

North Brabant Province – Algorithm Experience

North Brabant Province Algorithm Experience

Our challenge

The province of North Brabant asked us to develop a fun way to raise awareness of algorithms among its citizens. The aim was to show how the province deploys algorithms at various events.

Our approach

  • Together, we first determined which effects and learning goals needed to feature.
  • Working in co-creation with the province, we came up with telling examples that represent what is happening around algorithms in the province. Working together allowed us to quickly shift gears, ensuring an efficient process and better result.
  • We created an audio tour that guides people through a large black box (4 x 4 x 3 meters) made from Pipe & Drape. Stepping into this box meant stepping into a different world. The audio tour is told from the perspective of the algorithm and takes people past three examples of algorithms in the province, supported by information boards.
  • In the box, participants play a minigame in which they need to find potential drug labs. When a hundred buildings pass by in the third round, they quickly realize that the algorithm always wins.

The result

The Algorithm Experience featured at Brabant Ontmoet and the Data Week NL, garnering positive responses from participants. It was an accessible way to learn more about algorithms. Moreover, people responded positively to how the black box transported them to an entirely different world.

Lexence – LexStart

Lexence LexStart

Our challenge

Lexence asked us: “how can we use an innovative way to distinguish ourselves from other law firms in order to attract the best talents?”

The approach

Working in co-creation with a Lexence project team, we developed an online, multiplayer escape room that can be deployed during recruitment events. There was decided to distinguisch Lexence from other firms by using a online multiplayer escape room and use that during the recruitment events.

  • Potential candidates were given 45 minutes to experience what it would be like to work at Lexence Participants were challenged to work on a realistic case study On top of this, the office’s look and feel (as well as images of the office itself) were reflected in the puzzles.
  • Timelines for this project were tight. The whole project – from conception to execution – had to be delivered within eight weeks. With the help of our Fresh Game Studio’s professionals, we were able to achieve this by building on games we had already created.
  • To ensure the game’s success, we involved substantive experts in its creation and tested the game multiple times among its intended target audience.

The result

A challenging game that perfectly captured the Lexence atmosphere and which gave students a glimpse of what it would be like to work for this firm. Receiving an impressive NPS score of 9.5, both Lexence and the players were incredibly satisfied with the result!

Related projects

Kramp – Strategy Experience

Kramp Strategy Experience

Our challenge

Kramp asked us: “How can we use a surprising way to inform all our employees about our new strategy?”

The approach

Together with Kramp, we opted for an interactive podcast In this podcast, listeners could take the reins and decide what they wanted to hear themselves. At set times, they were asked to make a choice. The podcast was available in no fewer than nine languages.

  • The podcast had listeners meet a time-travelling Kramp colleague from the future. This colleague offered listeners help to make important choices to improve Kramp’s service.
  • Fresh Forces developed the interactive podcast’s platform. To work in 9 different languages Fresh Forces coordinated the podcast’s IT and was responsible for ensuring its availability in nine different languages.

Afterwards, there was space for Kramp’s colleagues to discuss the organization’s new purpose. A digital wheel was created for this By spinning it, questions popped up to get the conversation going

The result

The Strategy Experience was played more than 350 times by Kramp’s employees during the first week after its launch. This generated an average NPS score of 8.

Related projects

Essent – Strategy Safari

Essent Strategie Safari

Our challenge

“How can we use a surprising way to inform the employees of Essent Netherlands about the strategy of its mother company, E.ON?”

The approach

We developed an interactive podcast in co-creation with Essent. In this podcast, listeners were able to take control and decide what they would like to hear. At specific moment they could decide which way they want their story to go The concept’s adventurous safari-themed design was the cherry on top.

  • From recording to editing, Fresh Forces was responsible for the entire technical side of the interactive podcast. ● Communication and activation prior to the podcast consisted of videos, posters, and personal invitations.
  • The podcast’s content and platform were developed in collaboration with Essent.
  • More than 15 speakers were given the floor (among them, Essent’s CEO and PSV’s managing director). Video’s, posters and personal invitations where used to activate the campaign, all this in a safari-theme
  • Together we created a platform, in-house, to listen to the podcasts. Together with the development of the platform, the total production was taken care of, from recording to editing
  • Afterwards, Essent’s employees were given space to discuss the strategy together. A digital wheel was created for this By spinning it, questions popped up to get the conversation going

The result

The Strategy Safari was listened to by almost a thousand unique users. The podcast received an average NPS score of 8. In fact, the campaign was such a success that Essent submitted it as a contender for the European Excellence Award.

Related projects

Essent – Energy games

Essent Energy Games

Our challenge

“How can we connect our employees digitally, creating a sense of togetherness in times of remote working?”

The approach

A sense of togetherness lies at the heart of employee job satisfaction. Needless to say, (long) periods of working from home can affect the level of connection we experience with our colleagues and employer. Made up of various challenges that employees could participate in, the Essent Energy Games were developed to keep these connections strong. The icing on the cake? Money generated by employees was collected and distributed among the charities of their choosing.

  • ● Points were collected for charity every time an employee participates in a challenge.
  • ● A challenge could be baking a cake or going for an afternoon walk. Photos were used as proof that a challenge had been completed, while also serving to inspire others.
  • ● These photos were then brought together in a feed. The “sneak preview” of someone’s home situation this gave created an immediate sense of connection.

● Progress was displayed on a digital landscape. “How many challenges were undertaken and who joined in?” A new points target was set every two months.

The result

Around 400 employees signed up for the Essent Energy Games. Around 400 employees signed up for the Essent Energy Games. Together, they uploaded material over a thousand times, collecting money for a wide range of charities. The interactive component of sharing and liking photos generated much-needed variety in a period of remote working.

Related Projects

Nationale Nederlanden – Your choice matters

Nationale Nederlanden Your choice matters

Our challenge

Nationale-Nederlanden asked us, “How can we kickstart a trajectory to change the behavior of all our employees so that we can achieve our new strategic goals in a changing reality?”

The approach

Together with Nationale-Nederlanden’s employees, we developed a narrative video game to stimulate, enthuse, and connect at distance.

  • The online multiplayer roleplaying game (game time: approx. 60 minutes; 90 minutes total) presents players with three (edge) cases. The story centers on the relationship between Nationale-Nederlanden, the customer, and the market’s changing context.
  • In the game, players interact with the game at an individual and group level by answering questions as the story unfolds. A video call is set up to communicate as a team. Players are presented with dilemmas and are challenged to reflect on their in-game behavior.
  • At the end of the game, players receive an overview of how their team performed. This overview is subsequently used as the next step of the Change is Now trajectory during their first team meeting.

The result

Over a period of two weeks, all Nationale-Nederlanden’s roughly 1,200 employees (from helpdesk employees to the organization’s CEO) played the game. Employees were randomly placed in teams of four people. Succeeding in its mission of giving players insight into the bank’s new direction and what their role in this would be, the game was received enthusiastically.

Omring – Hendriks Escape Room

omring hendriks escape room

Our challenge

Omring asked us, “How can we inform and inspire our employees concerning the use of technology in the care sector?”

The approach

In co-creation with Omring’s project team, we created an online multiplayer escape room that can be deployed during events and learning programs. The game has the following properties:

  • Players are required to solve five challenges in 45 minutes, ultimately arriving at the best possible technological solution for a fictional patient called Hendrik. (Watch the video for more information.)
  • In addition to the aptness of the case presented, the look and feel of the game was also recognizable to Omring employees. Its air of familiarity was created by having the furnishing of a revalidation room feature in various puzzles.
  • By working with a specialized Fresh Game Studio team and customizing a previously developed game, we were able to move from the first brainstorming session to final delivery within just eight weeks.  
  • During this short period, nurses were involved to make suggestions about the game’s content. We also tested the game among its intended target audience multiple times, validating its concept and gameplay as it was being developed.

The result

A challenging game that playfully gives players an experience of technology in the care sector. Scoring an NPS of 9 and with an additional rollout at health insurer VGZ, we feel we have good reason to be proud of the result.

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