Negocios

El Estudio que Innova en Equipo

The new head of innovation of a fictional Spanish video game studio has one year to get its first original game in a decade ready to launch, and the board asks that no single person decide it.

4 rondas Ejecutivo

Vista previa

Sobre la simulación

The new head of innovation of a fictional Spanish video game studio has one year to get its first original game in a decade ready to launch, and the board asks that no single person decide it. Stage 1, abrasion: how ideas are born (an open brainstorm, the founder concept, or six mixed teams in a structured debate), who is in the room and the rules of the debate.

Stage 2, agility: one vertical slice, ten quick prototypes or a weekend game jam; how the tests are read (veteran judgement, trailer likes, or criteria fixed in advance) and who plays them. Stage 3, resolution: the founder decides, a bit of all three concepts, or an integration of the two strongest; the scope and who has a voice.

Stage 4, launch: worldwide, soft launch or delay; the hours until launch and who gets the credit. Option value is idea diversity multiplied by learning, and the way the studio resolves decides how much of it reaches launch quality: integration keeps all of it, the founder keeps half, a compromise less than a third. Options that only look like progress add in their stage and take away more in the next.

The model is deterministic, evaluated on the decisions taken so far. The score combines the quality of each decision with five outcomes (idea diversity, weeks to a ready game, launch quality, team ownership, value over three years) and is capped when a decision breaks the law (playtest data from under-14s without parental consent, unpaid and unrecorded crunch).

Inspired by published research on leading collective creativity. Spanish (primary, peninsular register) and English.

Para quién es

Una simulación avanzada para participantes acostumbrados a trabajar con los principales marcos y dilemas de la materia, pensada para formación de directivos y profesionales con experiencia.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados. La primera ronda arranca con: La abrasión.
  3. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • Cómo nacen las ideas
  • Quién está en la sala
  • Las reglas del debate
  • Cuánto se experimenta
  • Cómo se leen las pruebas
  • Quién prueba los prototipos
  • Cómo se decide entre los tres conceptos
  • El alcance
  • Quién tiene voz
  • Cómo se lanza

¿Quieres usar El Estudio que Innova en Equipo con tus estudiantes?

Escríbenos y te preparamos una sesión de prueba gratuita.

Contactar