Introducing TEAM FORGING® in Japan
Game-Based Learning Inc., based in Ebisu, Shibuya, Tokyo, is thrilled to announce the launch of TEAM FORGING®, an experiential organizational development game developed by Singapore's Aha Moment Innovation. This game provides an interactive way for teams to visually comprehend decision-making and communication patterns through scenarios that simulate real business challenges.
TEAM FORGING® has already been implemented in over ten countries worldwide, with prominent companies like TikTok, Apple, and the National University of Singapore being early adopters. In Japan, it has been introduced by the educational startup asanova, marking the first deployment for corporate training purposes in the country.
The Need for Practical Learning
In today's corporate landscape, training that merely transfers knowledge is becoming obsolete. Organizations are increasingly seeking practical learning experiences that emphasize behavioral changes and the dynamics of team relationships. Understanding the often-invisible team dynamics—such as psychological safety, decision-making processes, and role distribution—is essential for all team members, not just leadership. In response to this demand, Game-Based Learning developed an approach that utilizes games to visualize relationships and behavioral characteristics.
Unique Features of TEAM FORGING®
TEAM FORGING® is a multiplayer simulation game that replicates real-life business challenges, allowing players to observe and experience team behaviors and leadership styles in a realistic setting. Here are some of its standout features:
1.
Scenario-based Design: Teams engage in decision-making that mimics real circumstances, enabling them to visualize how relationships are formed and conflicts are navigated.
2.
Flexibility in Participation and Immersion: The game accommodates small teams of 3–4 up to 200 participants, providing a collective experience in a virtual environment.
3.
Evidence-Based Design: Grounded in over 15 established theories, including Tuckman's Team Development Model and Situational Leadership, the game is both educational and empirically validated.
4.
Real-time Analytics Dashboard: Participants' actions and statements are recorded and analyzed post-game, allowing for a data-driven understanding of both individual and team behaviors.
TEAM FORGING® consists of various challenge stages that reflect real workplace situations, such as:
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The Lotus: Teams discuss while possessing the same information, highlighting the importance of consensus and dialogue.
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The Elephant: Crucial decisions must be made with limited information, testing the ability to navigate ambiguity and build trust.
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The Tiger: Participants work from clearly defined roles, emphasizing the necessity of collaboration.
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The Monkey: Different views are presented to players, necessitating integration of diverse perspectives for decision-making.
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The Kayak: Quick decisions and synchronized teamwork under time constraints are crucial for task completion.
Asonova's Pioneering Implementation
Asonova, located in Nishi Ward, Osaka, is the first Japanese company to utilize TEAM FORGING®. Previously focused on providing game-based skill education for children, Asonova has now introduced this interactive method for organizational development in adult training.
Feedback from the initial implementation was overwhelmingly positive. Participants noted:
- “The visibility of behavioral differences fostered constructive dialogue.”
- “I had the opportunity to actually feel and analyze how my decisions affected the entire team.”
- “This experience underscored the importance of learning through firsthand experience.”
These responses underscore TEAM FORGING®’s potential beyond mere play; it serves as an active team-building tool.
Future Outlook
Going forward, Game-Based Learning plans to fully deploy TEAM FORGING® to assist companies in their organizational development initiatives. Key application scenarios include:
- Leadership development for managers and leaders.
- Team-building exercises during transitions or restructuring.
- Assessment and reinforcement of psychological safety and team dynamics.
- Promoting inter-departmental collaboration and generational understanding.
Additionally, conjunction with Asonova's non-cognitive skill evaluation model, the
4CsGram, is anticipated to facilitate a cycle of learning that includes awareness, reflection, and measurable change.
For further information about TEAM FORGING®, please visit the
official website.
Company Overview
Aha Moment Innovation
- - Company Name: Aha Moment Innovation Pte. Ltd.
- - Headquarters: Singapore
- - Established: 2022
- - Services: Development of organizational educational products combining game design and learning sciences.
Asonova
- - Company Name: Asonova Co., Ltd.
- - Headquarters: Nishi Ward, Osaka
- - CEO: Daisuke Nobuta
- - Established: December 8, 2023
Game-Based Learning Inc.
- - Company Name: Game-Based Learning Inc.
- - Headquarters: Ebisu, Shibuya, Tokyo
- - CEO: Daisuke Shuto
- - Established: February 19, 2024
- - Services: Planning and implementation of educational games and team development workshops.
This innovative game promises to enrich team development practices across various industries in Japan.