GAMES STORE

We have a number of games in development and will be adding to this page all the time. Please check back or sign up to our emails at the bottom of this page.

We have a range of different types of games/services using a mixture of digital and non-digital methods. Key components include:

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Our games are complete training sessions, not just a game by itself. They are designed to fully support trainers in meeting their learning objectives.

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The games are supplied with handouts, instructions and guidance, PPTs, digital access to the game and any additional physical resources (if required).

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All our expertise in psychology and human factors goes into making sure our games meet their learning objectives.

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Our games range in length from 20 minute to 2 hours. We have games suitable for small groups and large audiences.

If you do not see a game that meets your needs we are happy to design bespoke games to meet your learning objectives. This might also involve helping you use the principles of gamification with the aim of encouraging certain behaviours or tasks.

GRAND PRIX

A highly interactive, exciting and competitive game that involves two or more teams designing, branding and racing a model car. This game covers many key behaviours relating to safety culture such as the importance of speaking up, managers engaging with the workforce, deference to expertise, effective decision making, communication and teamwork.

  • Groups between 5 – 14 people (best with 10 – 14 people).
  • Aimed at any groups that would find it beneficial to understand important behaviours such as good listening, communication, effective decision making and providing clear guidance.
  • Takes 60 minutes (plus review).
  • Two teams will be tasked with designing, branding and racing a model car.
  • There are specific roles, restrictions and instructions given to different members of the group to illustrate key learning objectives.
  • The team will have to work together and make effective decisions to achieve the goal.
  • Emphasises the key behaviours of managers, supervisors and workers required to work successfully together.
  • Illustrates the need for managers to understand the issues employees are facing, harness their knowledge and encourage feedback from them.
  • Emphasises that employees and supervisors need to report issues upwards in a timely manner.
  • Provides an understanding of the impact of making strategic decisions in a timely manner and the impact on others.
  • Creates an appreciation of the importance of providing clear procedures and standards.
  • Demonstrates the impact of good communication and the best means of doing this.
  • Emphasises the need to challenge and not make assumptions about what others know.

FILL IT UP

A practical activity where two teams work together to complete a task that involves processing 8 cylinders of gas. During this activity the teams will analyse the strengths and weaknesses of the barriers in the process using bow-tie analysis and consider how human factors issues will be managed during the process. The decisions they make will impact what occurs during the task and they will have to resolve the issues that occur. The team to process the 8 cylinders in the quickest time wins!

  • Groups between 8 to 12.
  • Aimed at any group that complete high-hazard tasks where understanding risks, barriers and human factors issues is important.
  • Takes 2 hours.
  • Each team will compete to complete a computer game, which involves processing 8 cylinders of phosgene gas, in the quickest time.
  • The team will analyse the task using bowtie analysis. In particular, they will consider how the barriers that prevent a release of gas can be weakened (e.g. through a lack of maintenance or training) and the actions they can take to strengthen each barrier. See the recent white paper on human factors in barrier management for more info. https://www.ergonomics.org.uk/Public/Resources/Publications/Barrier_Management.aspx.
  • Each team will make decisions on the safeguards they will invest in and this will impact the timed game in different ways. The team will have to problem solve and interpret the feedback they get during the task.
  • Introduces the delegates to human factors in barrier management
  • Emphasises the need to consider all the impacts of changes made to the process
  • Illustrates the importance of maintaining barriers and how they can be weakened.
  • Gives an understanding of what makes for good human barrier elements.
  • Identifies the need for dynamic risk assessment & problem solving under pressure.

ROGUE AGENT

A highly engaging and fun activity where teams have to solve clues and complete tasks in order to break into the computer of a rogue agent. This highly portable game is a great way to highlight the importance of effective safe communications, managing risk, team-work, avoiding bias and inattentional blindness. In addition, it can be a great way to encourage healthy team competition!

  • Groups of up to 8.
  • Highly portable and easy to set-up.
  • Aimed at any team/company that wishes to build team cohesiveness and improve communications.
  • Takes up to 1 hour
  • The group will be required to solve a series of clues and physical challenges in order to break into the rogue agents laptop and retrieve the secret code required to stop a cyber-attack.
  • Each challenge highlights a key learning area.
  • The team will need to work effectively to solve each clue.
  • A leader-board tracks team scores.
  • Encourages effective team-working.
  • Emphasises the importance of 3-way communication.
  • Demonstrates the impact of cognitive bias and a fixed mindset.
  • Illustrates the impact of distractions and time pressure on performance.
  • Introduces human performance tools to reduce the likelihood of errors such as 3-way communication; peer checking; concurrent verification; job-site reviews and place-keeping.

SCENARIOQ

SCENARIOQ is an online quiz system that can be tailored to any topic. Teams compete to see if they can select the responses that the experts have deemed to be the most effective response to a given scenario. The SCENARIOQ system is a very effective way to get participants thinking about situations where there are no right answers. The quiz is fun to play and enables the facilitator to start some very important discussion.

Possible topics include management decisions; health and wellbeing; engagement; difficult conversations.

  • Can be played by 2-4 groups (up to around 20 people).
  • Online game.
  • Games can range from 4,8 or 12 questions long.
  • Sessions usually take from 1-2 hours.
  • Using the quiz involves us working with you to develop a tailored set of scenarios and responses. We intend to have some generic quizzes available soon!
  • Groups of 2 to 4 are presented with a given scenario and will take it in turns to choose the scenario they think will be the most effective response to a given scenarios. Once the first team has chosen the next team has to select their choice from the remaining options.
  • They will then be awarded points depending the score assigned to the response from a panel of experts. The aim of the game is to amass the most points by the end of the game.
  • After each selected response the facilitator has the opportunity to discuss the scenario and all the selected responses with the group. This is where the real learning happens!

The specific aims and objectives are dependent on the scenarios selected. However, delegates will leave the session having thoroughly considered different ways to respond to important situations they will find themselves in.

BOUNCE

BOUNCE is a simple game that introduces a wide range of Performance Influencing Factors and the cumulative impact on performance. This includes distraction; poor equipment; ergonomics; multi-tasking; time pressure and training.

The game allows the facilitator to easily introduce the subject matter and enables impactful conversations. As the game is relatively short it is ideal to be incorporated into training and at exhibitions etc.

  • The game is played by 1 person at a time.
  • Online and physical game.
  • Each person would take about 5 minutes.
  • The facilitator would invite a volunteer to try the games. They are explained the background of the game which is to bounce a ball into a bin.
  • The particpant rolls the online dice and it provides them with up to 4 Performance Influencing Factors which will make the task harder.
  • If they are successful in the task they are presented with a new challenge.
  • At the end of their go they (or the group) are engaged in a conversation on the topic of PIFs and how to manage them.

The aims and objectives of the game are to:

  • Illustrate the impact of Performance Influencing Factors on performance.
  • Highlight the cumulative impact of PIFs.
  • Create conversations on the participants own PIFs and how they manage them.

CONTROL PANEL

CONTROL PANEL is a simple game that introduces concepts and show the impact of factors such as poor HF design; distractions; weak signals and multi-tasking. CONTROL PANEL can be played with any number of people. This makes it ideal for large conferences as well as classroom training.

  • Can be played in groups of 2 – 100 people.
  • Online game.
  • Takes 20 minutes.
  • Each participant plays on their phone and the results are amalgamated on the screen to demonstrate how the conditions introduced in each round are impacting performance.
  • The facilitator introduces each round and explains what the group have to do.
  • The participants start off with a simple control task exercise that records reactions times.
  • In each round a condition is introduced that makes the round more difficult (e.g. the buttons are mixed up).
  • Once everyone has completed the round the impact on performance is measured and displayed for the individuals and for the whole group.
  • The game leads naturally on to discussions about design, distractions, multi-tasking etc.

The aims and objectives of the game are to:

  • Illustrate the impact of Performance Influencing Factors on performance.
  • Highlight the impact of distractions & multi-tasking.
  • Create conversations on how design impacts behaviour.