This product looks fun and engaging. The need for a common language up and down supply chains is critical and this gamification begins to create a common vernacular. I think it can definitely be a great tool in any learning environment, from schools to corporations.
The Life Cycle Perception Game is a business game designed by Quantis to educate through dynamic dialogue and demonstration. It aims to engage colleagues and consumers, to create common language for sustainability, and to compare personal perceptions of products’ environmental performance to factual footprint results. The game can be played by a range of participants from neophyte to sustainability expert or environmental footprint practitioners.
Product environmental footprinting is a complex concept rarely understood by the corporate functions it impacts. The Life Cycle Perception Game includes three teaching tools that, when used together, create a more effective learning experience than a traditional lecture approach, Quantis says. These key tools are interaction, connection, and critical thoughts.
The game includes four stages of play. Participants start by constructing the product life cycle according to their own perceptions by positioning a collection of cards representing life cycle stage. Users then allocate different tokens to indicate the relative contribution of each environmental impact such as carbon, water, and biodiversity to each stage. The solution disc is revealed with the product’s true environmental assessment and highlights gaps in perception. An ideation stage provides brainstorming scenarios to find solutions to the product’s hotspots.
The Life Cycle Perception Game helps to make an entire firm more aware of the intricacies of life cycle assessments, the relationships that a product’s life cycle has with various parts of business operations, and life cycle thinking. The game engages all internal stakeholders involved in a product’s life, not just the people who design it. It can also be used to engage external stakeholders like investors or consumers.
This tool can be applied both to life cycle assessment or communication workshops. The game offers a way to host consumer focus groups, leading to better understanding their perception of products’ environmental profiles. When it’s time to choose the most sustainable innovations, comparing the environmental metrics to consumers’ perceptions and expectation metrics helps maximize return on customer and environmental benefits, the company says.
In education, more than 1,000 students have played the game during their training program. The game received the approval of the United Nations Education Program for Development. Quantis plans to open this tool more globally in European universities.
Currently the game is being deployed by a variety of organizations, from small enterprises to multi-nationals, to raise product environmental footprint awareness and engagement. Quantis says the game has been played by more than 12,000 people and adopted globally by more than 50 corporate firms such as Danone, Nestlé, and Total. The game also helped 15 teams to develop around 100 eco-design products.